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Haerr
2009
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Posted - 2014.11.25 12:18:00 -
[31] - Quote
CCP Rattati wrote:HP=Mass idea <3
Please fix unfair OP Minmatar hack and speed and stamina bonuses.
fighter jets
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Apothecary Za'ki
Biomass Positive
2125
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Posted - 2014.11.25 12:20:00 -
[32] - Quote
Haerr wrote:CCP Rattati wrote:HP=Mass idea <3 Please fix unfair OP Minmatar hack and speed and stamina bonuses. no! they already pay for those bonuses with the poorest hp of the 4 races
#[[LogiBro ADV/PRO]] [[Level 2 Forum Warrior]] [[Level 2 Forum Pariah]]
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5325
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Posted - 2014.11.25 12:46:00 -
[33] - Quote
Gavr1lo Pr1nc1p wrote:CCP Rattati wrote:Gameplay over lore really, I just want Sentinels to have a weakness so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Using a mass calculation (substituting HP for mass), the sentinel simply moves to fast comparative to other frames. Without hurting those that don't armor stack and also making it a chore to play heavies, this was my proposal.
Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. Then make kin cats and myofibs give move speed Rattati...
Hit detection fixed before adding speed boosters.
Once hit detection is unscrewed then I'll be askin for it right next to ya. But we need hit detection and inertia fixes first.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5325
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Posted - 2014.11.25 12:51:00 -
[34] - Quote
Apothecary Za'ki wrote:.. the only problem was scouts. patently false statement.
Scouts are the most OBVIOUS.
You can strafe glitch an assault. Particularly the minmatar and caldari. Most people who haven't been doing it sInce beta assume that only scouts can pull this crap.
You can do it in a sentinel to a tank. The difference is that the tank situation isn't glitching. It's exploiting heavy blaster firing mechanics and slow tracking speeds.
But the net effect is the same.
Rattati's strafe penalty will force me to rethink my favorite way to make tank drivers rage.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1297
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Posted - 2014.11.25 15:20:00 -
[35] - Quote
CCP Rattati wrote:Gameplay over lore really, I just want Sentinels to have a weakness so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Using a mass calculation (substituting HP for mass), the sentinel simply moves to fast comparative to other frames. Without hurting those that don't armor stack and also making it a chore to play heavies, this was my proposal.
Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP.
Couple thoughts on this...
1) it would logically seem that lighter frame suits would be more effected by armor / equipment than heavy suits. Heavy suits are built to mount large armor and weapons platform and their relative speed and agility which is naturally low should be minimally effected.
2) heavy suits are pretty much walking tanks now...if that was the intended purpose of the suit then they generally should win 1v1 on assaults inside the optimal HMG range. Forge gunning heavies usually die a quick death unless they are very skilled sidearm players.
3) in reference not hurting those that stack armor...I suspect the vast majority of the fits out there are max tanked. Hp and resists, I.e. Combat staying power is the defining attribute outside of the only suit to mount a heavy weapon.
4) in regards to shield mods having a movement penalty then you seriously need to look at by buffing the base movement speed of Minmatar and Caldari suits a bit since shield tanking is heavily predicated on mobility. That was always one of the supposed benefits of shield tanking and a slow footed shield player is often a dead one.
5) if shield extenders get a weight penalty...what about weapons? Or equipment? If your are going to calculate it this way then go all in...similar to most RPGs that have encumbrance penalties to movement based on total weight carried. Scouts can only carry the essentials, mediums a good mix, heavies have the strength to shoulder big loads easily such as HMG and additional armor.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
701
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Posted - 2014.11.25 15:43:00 -
[36] - Quote
CCP Rattati wrote:Gameplay over lore really, I just want Sentinels to have a weakness so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Using a mass calculation (substituting HP for mass), the sentinel simply moves to fast comparative to other frames. Without hurting those that don't armor stack and also making it a chore to play heavies, this was my proposal.
Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP.
dont view it as HP=mass
plates have physical properties. thicker armor carries more mass.
shield HP is energy, so there is no mass. even if you want to say that the tech that produces the shields must weigh more as you add more extenders, it wouldnt make sense because the tech used to gereate shields was already built into the suit. what youre doing is using more energy to increase shields. its light increasing the power on a flash light to produce a stronger beam of light.
it would use up more PG honestly, and that would be it. if you said that shields increase mass over in the eve forums, theyd have a field day with you. |
Jadd Hatchen
KILL-EM-QUICK
684
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Posted - 2014.11.25 16:04:00 -
[37] - Quote
CCP Rattati wrote:Gameplay over lore really, I just want Sentinels to have a weakness so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Using a mass calculation (substituting HP for mass), the sentinel simply moves to fast comparative to other frames. Without hurting those that don't armor stack and also making it a chore to play heavies, this was my proposal.
Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP.
Here's the "hubub" made logically simple for you to understand CCP Rattati!
First and foremost, if you give both the shield extenders AND the armor plates the SAME drawback, then it only ENCOURAGES people to DUAL TANK!!!! After all the extender is already penalizing your speed, so why not slap on some plates too and become even more of a brick!!! Now if plates penalizes speed and extenders penalize something like signature, then by dual tanking you incur two sets of penalties. This is why no one dual tanks in EVE.
Second, why the hell have a choice in how you fit your dropsuits in this game? IF both shields and armor have the same effects/drawbacks then why even bother? They are the same, so just name them the same and be done with it. Just get rid of high/low slots and make one set of slots and all modules go there.
Third, people CHOSE shields over armor for the specific reason that they wanted to be able to run fast. You are removing that choice from the game! Remember this is a sandbox where the players determine the outcomes and you are removing one of those tools.
That easy enough for you to understand CCP Rattati? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5330
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Posted - 2014.11.25 16:09:00 -
[38] - Quote
This is actually why I prefer inertia fixes for dropsuits.
Mention something that might nerf shields and armor on a similar vein and the stupid starts spewing.
Rattati thanks for the response, I consider my question adequately answered.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Ripley Riley
Incorruptibles
5061
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Posted - 2014.11.25 16:11:00 -
[39] - Quote
CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. When extenders give the exact same penalty as armor, why fit anything but armor? Armor gets more HP anyway. This will further drive the armor metagame. Can we please give the infantry shield tankers SOMETHING?!
My advice to you, playa...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5330
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Posted - 2014.11.25 16:15:00 -
[40] - Quote
Ripley Riley wrote:CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. When extenders give the exact same penalty as armor, why fit anything but armor? Armor gets more HP anyway. This will further drive the armor metagame. Can we please give the infantry shield tankers SOMETHING?! I love how no one actually reads what he says.
It's not the shields that add weight. Its the shield generator.
Ripley he said shields will receive less penalty than plates with the lighter plates being similar to shields.
But the change is to kill strafe glitching not nerf shields. Shield suits can glitch easily.
It is a strafe penalty, not a regular movement penalty.
Strafe glitching needs to be killed with fire.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
203
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Posted - 2014.11.25 16:15:00 -
[41] - Quote
pagl1u M wrote:CCP Rattati wrote:s so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time.
Thank you for understanding this, I still have Faith in CCP only because of you. Why dont you add that strafe penalty only to sentinels and scouts, this will slow sentinels that stack hp and will nerf tanking scouts. Also Rattati please can you provide us more datas about most used suit in PC and pubs? (like the datas you have us about best killers of PC)
Assaults and logis are part of the problem and need to be affected by this too. They can both strafe glitch through damage just like scouts (though to a lesser degree). |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
203
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Posted - 2014.11.25 16:19:00 -
[42] - Quote
Jebus McKing wrote:
Also, making tanked scouts strafe slower won't fix their dominance in pubs. As long as they can see an enemy coming from Xm away, both on their radar and on tacnet, and have a weapon that can kill even a heavy with 1200+HP in 1-3 hits, you will not fix their effectiveness. Especially in pubs, because the only viable countermeasure to scouts right now is running in blobs of people that actually pay attention, which is rare in pubs.
Agreeeeed, there are other threads though discussing revamps of the scanning system which may provide a mechanics based counter to them, just go there and drop a message in there to make sure no suits get to drop under the highest precisions in the game and it will go a long way to getting the whole shotgun scout dominance crap fixed. |
Jebus McKing
Jebus Hates Scans
1076
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Posted - 2014.11.25 16:28:00 -
[43] - Quote
Vesta Opalus wrote:Jebus McKing wrote:
Also, making tanked scouts strafe slower won't fix their dominance in pubs. As long as they can see an enemy coming from Xm away, both on their radar and on tacnet, and have a weapon that can kill even a heavy with 1200+HP in 1-3 hits, you will not fix their effectiveness. Especially in pubs, because the only viable countermeasure to scouts right now is running in blobs of people that actually pay attention, which is rare in pubs.
Agreeeeed, there are other threads though discussing revamps of the scanning system which may provide a mechanics based counter to them, just go there and drop a message in there to make sure no suits get to drop under the highest precisions in the game and it will go a long way to getting the whole shotgun scout dominance crap fixed. I am in those threads. In all of them.
And scans that can not be avoided are gross!
It has to become easier to avoid scans!
But enough of that. This is OT.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
203
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Posted - 2014.11.25 16:34:00 -
[44] - Quote
Ripley Riley wrote:CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. When extenders give the exact same penalty as armor, why fit anything but armor? Armor gets more HP anyway. This will further drive the armor metagame. Can we please give the infantry shield tankers SOMETHING?!
The speed penalty will be scaled to the HP of the module, so extenders will get ~half the penalty of the armor plate (a complex shield extender, 66hp, will have less penalty than a basic armor plate, 85hp). At least thats how I read the proposed changes. And to those saying this will encourage dual tanking: sure if you want to have insane movement penalties, why not. But my money is on that kind of fit being a really dumb idea if these changes are implemented.
The only thing shield tankers need in this game is a tightening of the scrambler rifle damage profiles so it doesnt feel like a nuclear strike hit your shield every time you get shot a couple times by it. |
Vesta Opalus
Bloodline Rebellion Capital Punishment.
203
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Posted - 2014.11.25 16:38:00 -
[45] - Quote
Jebus McKing wrote:Vesta Opalus wrote:Jebus McKing wrote:
Also, making tanked scouts strafe slower won't fix their dominance in pubs. As long as they can see an enemy coming from Xm away, both on their radar and on tacnet, and have a weapon that can kill even a heavy with 1200+HP in 1-3 hits, you will not fix their effectiveness. Especially in pubs, because the only viable countermeasure to scouts right now is running in blobs of people that actually pay attention, which is rare in pubs.
Agreeeeed, there are other threads though discussing revamps of the scanning system which may provide a mechanics based counter to them, just go there and drop a message in there to make sure no suits get to drop under the highest precisions in the game and it will go a long way to getting the whole shotgun scout dominance crap fixed. I am in those threads. In all of them. And scans that can not be avoided are gross! It has to become easier to avoid scans! But enough of that. This is OT.
Read the threads, everyone can avoid the longer ranged scans more easily, but every suit will have a stronger inner circle of scan defense that should reveal much more, and for high scan precision suits should (in my opinion) reveal anything. If you really have an issue with shotgun scouts 3 shotting heavies (not to mention making assaults and commandos useless), having suits that can dampen under anything and maintain high speed and decent scanning is the source of the problem, and it needs to be counterable by something in the game, strong short range scans are the natural balanced way of doing that. Consider it maybe. |
Jadd Hatchen
KILL-EM-QUICK
684
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Posted - 2014.11.25 16:59:00 -
[46] - Quote
Vesta Opalus wrote:Ripley Riley wrote:CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. When extenders give the exact same penalty as armor, why fit anything but armor? Armor gets more HP anyway. This will further drive the armor metagame. Can we please give the infantry shield tankers SOMETHING?! The speed penalty will be scaled to the HP of the module, so extenders will get ~half the penalty of the armor plate (a complex shield extender, 66hp, will have less penalty than a basic armor plate, 85hp). At least thats how I read the proposed changes. And to those saying this will encourage dual tanking: sure if you want to have insane movement penalties, why not. But my money is on that kind of fit being a really dumb idea if these changes are implemented. The only thing shield tankers need in this game is a tightening of the scrambler rifle damage profiles so it doesnt feel like a nuclear strike hit your shield every time you get shot a couple times by it.
Having the same penalty for two different modules only encourages that both modules be used since you are already taking the hit for one of them. It will encourage even more brick-tank style play and not diversify the module usage like CCP is hoping for. Instead they need to come up with a different penalty for the shields. That way if you do both armor AND shields you get two different penalties and not just one that you can overcome by being a better statistician than CCP is.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5332
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Posted - 2014.11.25 17:03:00 -
[47] - Quote
Jadd Hatchen wrote: Having the same penalty for two different modules only encourages that both modules be used since you are already taking the hit for one of them. It will encourage even more brick-tank style play and not diversify the module usage like CCP is hoping for. Instead they need to come up with a different penalty for the shields. That way if you do both armor AND shields you get two different penalties and not just one that you can overcome by being a better statistician than CCP is.
yeah.
I predict the people who believe that dual bricking will be the best way to go after the change are going to have a very bad day
I remember dual tanking with 10% movement penalties on armor. Hilarity will ensue because penalties do NOT have stacking penalties.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
203
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Posted - 2014.11.25 17:08:00 -
[48] - Quote
Jadd Hatchen wrote:Vesta Opalus wrote:Ripley Riley wrote:CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. When extenders give the exact same penalty as armor, why fit anything but armor? Armor gets more HP anyway. This will further drive the armor metagame. Can we please give the infantry shield tankers SOMETHING?! The speed penalty will be scaled to the HP of the module, so extenders will get ~half the penalty of the armor plate (a complex shield extender, 66hp, will have less penalty than a basic armor plate, 85hp). At least thats how I read the proposed changes. And to those saying this will encourage dual tanking: sure if you want to have insane movement penalties, why not. But my money is on that kind of fit being a really dumb idea if these changes are implemented. The only thing shield tankers need in this game is a tightening of the scrambler rifle damage profiles so it doesnt feel like a nuclear strike hit your shield every time you get shot a couple times by it. Having the same penalty for two different modules only encourages that both modules be used since you are already taking the hit for one of them. It will encourage even more brick-tank style play and not diversify the module usage like CCP is hoping for. Instead they need to come up with a different penalty for the shields. That way if you do both armor AND shields you get two different penalties and not just one that you can overcome by being a better statistician than CCP is.
Im not sure how adding penalties to HP modules will encourage brick tank play. Its already a pretty dubious choice as it is, why do you think putting penalties on the modules would somehow magically make it more attractive? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5332
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Posted - 2014.11.25 17:14:00 -
[49] - Quote
because he never tried putting four proto plates on before the speed penalty was reduced.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Stefan Stahl
Seituoda Taskforce Command
860
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Posted - 2014.11.25 18:35:00 -
[50] - Quote
CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. You're touching on cornerstones of the gamedesign here. You can go and change stuff like this, but it'll alienate people. At least to me, having shield stacking not affect movement is as basic a principle as shields recharging by themselves or there being two types of fitting resources. We can change that sort of thing, but you won't be able to bring everyone on board with such changes.
CCP Rattati wrote:Gameplay over lore really, I just want Sentinels to have a weakness so that an Assault can stand a chance by headshotting. Right now, the Sentinel wins 99% of the time. There's a simple total ehp vs. DPS calculation that will tell you why Sentinels are so terribly effective right now.
I say this a lot, but I will again refer to the 1.8 changelog. Both Scouts and Sentinels were very much buffed in that patch and it gave us the situation we're currently in. IIRC Sentinels had their base hp increased and got a splash damage resistance that made mass drivers ineffective. The HMG has changed a bit too often for me to keep track.
I'm trying to say that we don't need to modify basic design principles to fix problems that were caused by basic DPS and ehp buffs. |
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
213
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Posted - 2014.11.25 18:54:00 -
[51] - Quote
I like the idea but there needs to be some incentive to stack shields over armor.
Before: Shield Extenders increase HP by small amounts with a shield regen penalty. Shields come back up quickly between engagements.
Armor Plates increase HP by large amounts with movement speed penalty. Armor is meant to be under constant repair before during and after engagements either on it's own or via teammates repair tool.
Ideas for Future: Introduce a calculation where total effective HP = Mass leading to a speed penalty. Next, have that penalty STACK with current armor plate penalties. That way, shield extenders will still offer more speed+HP over armor and will not imbalance the choice between armor and shields. Strafe speeds drop ACROSS THE BOARD under the current meta and the meta BETWEEN shields and armor remains exactly the same.
more HP = Less speed If that HP is shield = no further reduction in speed If that HP is armor = plates reduce speed as normal
If armor stacking speed penalties become too severe, the individual speed penalties per plate can be revised. |
Jadd Hatchen
KILL-EM-QUICK
685
|
Posted - 2014.11.25 19:13:00 -
[52] - Quote
Vesta Opalus wrote:Jadd Hatchen wrote:Vesta Opalus wrote:Ripley Riley wrote:CCP Rattati wrote:Extenders were thrown into the mix because of the HP=Mass idea. I still don't understand the hubbub, obviously it would be less than plates, and similar as reactives as they give similar HP. When extenders give the exact same penalty as armor, why fit anything but armor? Armor gets more HP anyway. This will further drive the armor metagame. Can we please give the infantry shield tankers SOMETHING?! The speed penalty will be scaled to the HP of the module, so extenders will get ~half the penalty of the armor plate (a complex shield extender, 66hp, will have less penalty than a basic armor plate, 85hp). At least thats how I read the proposed changes. And to those saying this will encourage dual tanking: sure if you want to have insane movement penalties, why not. But my money is on that kind of fit being a really dumb idea if these changes are implemented. The only thing shield tankers need in this game is a tightening of the scrambler rifle damage profiles so it doesnt feel like a nuclear strike hit your shield every time you get shot a couple times by it. Having the same penalty for two different modules only encourages that both modules be used since you are already taking the hit for one of them. It will encourage even more brick-tank style play and not diversify the module usage like CCP is hoping for. Instead they need to come up with a different penalty for the shields. That way if you do both armor AND shields you get two different penalties and not just one that you can overcome by being a better statistician than CCP is. Im not sure how adding penalties to HP modules will encourage brick tank play. Its already a pretty dubious choice as it is, why do you think putting penalties on the modules would somehow magically make it more attractive?
Please re-read... I said putting the SAME penalty on two DIFFERENT types of tanking will only encourages the usage of BOTH of them not one. Earlier I detailed this here: https://forums.dust514.com/default.aspx?g=posts&m=2479861#post2479861
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Jadd Hatchen
KILL-EM-QUICK
685
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Posted - 2014.11.25 19:16:00 -
[53] - Quote
Breakin Stuff wrote:Jadd Hatchen wrote: Having the same penalty for two different modules only encourages that both modules be used since you are already taking the hit for one of them. It will encourage even more brick-tank style play and not diversify the module usage like CCP is hoping for. Instead they need to come up with a different penalty for the shields. That way if you do both armor AND shields you get two different penalties and not just one that you can overcome by being a better statistician than CCP is.
yeah. I predict the people who believe that dual bricking will be the best way to go after the change are going to have a very bad day I remember dual tanking with 10% movement penalties on armor. Hilarity will ensue because penalties do NOT have stacking penalties.
I know they don't however once you reach a point it no longer matters as much if you are a fraction slower than you were before.
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
204
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Posted - 2014.11.25 19:45:00 -
[54] - Quote
Well I dont think you have much of a point here, we'll see how the penalty breaks out. If you are Amar going 70% speed with 1k HP from armor tanking only and then stacking 3 extenders on top or whatever which takes you down to 55-60% speed, I think thats a big difference and probably doesnt have as much utility as throwing 3 damage mods in your highs.
It all depends on what the numbers are, but I still think that adding penalties to something isnt going to make it more attractive. Just because you are going slower doesnt mean what speed you still have somehow has no value.
Personally I've always thought speed penalties were pretty ineffective and I'd like them to just implement straight up stacking penalties to HP mods (each additional HP mod grants less HP total), but whatever, we'll see what happens. |
Jebus McKing
Jebus Hates Scans
1088
|
Posted - 2014.11.25 19:49:00 -
[55] - Quote
Vesta Opalus wrote:Read the threads, everyone can avoid the longer ranged scans more easily, but every suit will have a stronger inner circle of scan defense that should reveal much more, and for high scan precision suits should (in my opinion) reveal anything. If you really have an issue with shotgun scouts 3 shotting heavies (not to mention making assaults and commandos useless), having suits that can dampen under anything and maintain high speed and decent scanning is the source of the problem, and it needs to be counterable by something in the game, strong short range scans are the natural balanced way of doing that. Consider it maybe. Why should you ever expect to have the luxury to see an enemies every step on a radar?
How is it acceptable that one guy on the enemy team can *blip* for one second and reveal my position to his whole team?
How is it acceptable that one guy can see me coming from +30m away, relay this information to his whole squad, and do all that without even using a single module?
Anticipating your enemies next step should be a skill that you have to learn after many hours of playing a game, not a built-in feature.
With scans that are too strong 1vs1 fights are boring because you can see exactly what you opponent is up to, and it is close to impossible to disengage.
I don't have a problem with shotgun scouts 3-shotting heavies, if they have earned it through clever gameplay instead of waiting around a corner until the red arrow moves into range.
At least give people the choice to avoid being scanned! Right now, as a Medium suit you don't have a choice because there is no way you can stop a Gal Logi with a proto scanner (not even focused) to reveal your position to the entire enemy team. If there is a Gal Logi on the enemy team, go HP or die!
And people are still complaining that Gal Logi is useless because he can't easily scan scouts who actually care and devote their fitting towards not being scanned.
Assault / Logi / Scout / Sentinel // @JebusMcKing G£î
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
205
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Posted - 2014.11.25 20:22:00 -
[56] - Quote
Jebus McKing wrote:Vesta Opalus wrote:Read the threads, everyone can avoid the longer ranged scans more easily, but every suit will have a stronger inner circle of scan defense that should reveal much more, and for high scan precision suits should (in my opinion) reveal anything. If you really have an issue with shotgun scouts 3 shotting heavies (not to mention making assaults and commandos useless), having suits that can dampen under anything and maintain high speed and decent scanning is the source of the problem, and it needs to be counterable by something in the game, strong short range scans are the natural balanced way of doing that. Consider it maybe. Why should you ever expect to have the luxury to see an enemies every step on a radar? How is it acceptable that one guy on the enemy team can *blip* for one second and reveal my position to his whole team? How is it acceptable that one guy can see me coming from +30m away, relay this information to his whole squad, and do all that without even using a single module? Anticipating your enemies next step should be a skill that you have to learn after many hours of playing a game, not a built-in feature. With scans that are too strong 1vs1 fights are boring because you can see exactly what you opponent is up to, and it is close to impossible to disengage. I don't have a problem with shotgun scouts 3-shotting heavies, if they have earned it through clever gameplay instead of waiting around a corner until the red arrow moves into range. At least give people the choice to avoid being scanned! Right now, as a Medium suit you don't have a choice because there is no way you can stop a Gal Logi with a proto scanner (not even focused) to reveal your position to the entire enemy team. If there is a Gal Logi on the enemy team, go HP or die! And people are still complaining that Gal Logi is useless because he can't easily scan scouts who actually care and devote their fitting towards not being scanned.
I would say either everyone should be subject to scans or everyone should be able to avoid them. The current problem is that one class of suits has immunity to scanning and all the other ones are subject to permascan.
I have been looking at this from the perspective of making scouts match other suits, but I'd be just as happy if dampening worked for everyone.
I personally dont think any scanning fit is useless right now, the problem is its OP against mediums/heavies and useless against scouts. Even if I fit a cal or amar scout with 100% scan modules I still cant find a properly fitted scout suit, even though they only need to use 2-3 lows and a cloak (except gallente who only needs to damps to avoid everything, which is also BS).
God this is so off topic, Im going to stop talking about this in this thread, look forward to your reply though if you make one ;d |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5337
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Posted - 2014.11.25 21:07:00 -
[57] - Quote
Jadd Hatchen wrote:Breakin Stuff wrote:Jadd Hatchen wrote: Having the same penalty for two different modules only encourages that both modules be used since you are already taking the hit for one of them. It will encourage even more brick-tank style play and not diversify the module usage like CCP is hoping for. Instead they need to come up with a different penalty for the shields. That way if you do both armor AND shields you get two different penalties and not just one that you can overcome by being a better statistician than CCP is.
yeah. I predict the people who believe that dual bricking will be the best way to go after the change are going to have a very bad day I remember dual tanking with 10% movement penalties on armor. Hilarity will ensue because penalties do NOT have stacking penalties. I know they don't however once you reach a point it no longer matters as much if you are a fraction slower than you were before.
40% loss of movement speed is not a fraction. Plate movement speed penalties were additive, not multiplicative.
this means 4 -10% movement plates = 40% speed loss.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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VikingKong iBUN
T.H.I.R.D R.O.C.K
235
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Posted - 2014.11.25 22:29:00 -
[58] - Quote
Someone at CCP should watch how a Dust character runs left and right really fast and try to copy this movement in real life, while firing a gun with any kind of accuracy. I bet you'll get tired really fast, look really stupid, probably fall over and probably won't hit your target very much. My point is that the way in which we can run to the side and then suddenly run in the other direction is all wrong, it's not actually humanly possible to do this at the speed the characters do in the game. The way people can move backwards and sideways at the same speed as they move forwards looks very unrealistic, and quite clearly is having a huge impact on gameplay. Sideways strafe speed should simply be reduced by a percentage less than your forward movement speed, for all suits. Shields are weak enough as it is without nerfing them further in order to fix a problem that has got nothing to do with shields. |
Jadd Hatchen
KILL-EM-QUICK
685
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Posted - 2014.11.25 22:44:00 -
[59] - Quote
Vesta Opalus wrote:Well I dont think you have much of a point here, we'll see how the penalty breaks out. If you are Amar going 70% speed with 1k HP from armor tanking only and then stacking 3 extenders on top or whatever which takes you down to 55-60% speed, I think thats a big difference and probably doesnt have as much utility as throwing 3 damage mods in your highs. It all depends on what the numbers are, but I still think that adding penalties to something isnt going to make it more attractive. Just because you are going slower doesnt mean what speed you still have somehow has no value. Personally I've always thought speed penalties were pretty ineffective and I'd like them to just implement straight up stacking penalties to HP mods (each additional HP mod grants less HP total), but whatever, we'll see what happens.
You're still not getting it... You say, "I still think that adding penalties to something isnt going to make it more attractive" *I* never said it makes it more attractive. I said that by only having one penalty, then thee is no difference between using shield tanking, armor tanking, and BOTH. Thus using BOTH is just as "attractive" as using only one or the other. Now if they had DIFFERENT penalties, then you would incur BOTH of those and then things become an actual trade-off as is often used in most game design theory. This is how choices and game balance is maintained in many games. I believe that if CCP does this change to BOTH armor and shields, then they remove that CHOICE from the game and upset one of the balancing points of the game-play.
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
206
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Posted - 2014.11.25 23:26:00 -
[60] - Quote
Jadd Hatchen wrote: You're still not getting it... You say, "I still think that adding penalties to something isnt going to make it more attractive" *I* never said it makes it more attractive. I said that by only having one penalty, then thee is no difference between using shield tanking, armor tanking, and BOTH. Thus using BOTH is just as "attractive" as using only one or the other. Now if they had DIFFERENT penalties, then you would incur BOTH of those and then things become an actual trade-off as is often used in most game design theory. This is how choices and game balance is maintained in many games. I believe that if CCP does this change to BOTH armor and shields, then they remove that CHOICE from the game and upset one of the balancing points of the game-play.
No, I get what you are saying. I just think its absurd.
Adding penalties to modules is not going to make using those modules more attractive.
Maybe different penalties would be more appropriate in terms of lore or some aesthetic sense of game design, but what we're trying to do here is balance raw HP against the ability to Matrix dodge your way out of damage. If shields don't incur a strafing penalty just like armor does then min scout/caldari assault/caldair scout/min assault will continue to be able to exploit strafing v. hit detection glitching.
And if you brick tank with both shield and armor, you will take a larger cumulative strafing penalty for both and be very ineffective at dodging bullets in a firefight.
As long as I ignore the fact that the root issue of hit detection against strafing suits isnt being fixed, I don't see a problem here. |
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