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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
501st Headstrong
Capital Acquisitions LLC General Tso's Alliance
775
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Posted - 2014.12.14 17:06:00 -
[391] - Quote
Why are people hating on strafing, a unique mechanic to Dust. I do not like Call of Duty style everyone hopping around corners and straight-up combat thank you. I played an hour of Black Ops 2 yesterday and it made me thankful for some many other features Dust has, such as a decent community for one thing
Ace Boone's Son/ Danizzle's Friend/ OG GAM4LIfe
"Are you a boy or girl?" -Most asked question in Dust
Waiting for SWBF
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punksnowmash
The Hundred Acre Hood RISE of LEGION
35
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Posted - 2014.12.14 17:21:00 -
[392] - Quote
Drake Whiteblade wrote:What you should do is leave the regular heavy and commando suit the way they are now, and turn the sentinels into something of a small tank (lot more armor and shield, resistance etc.). Give them a special armor glass "Sentinel armor plates and repairers" and give these armor plates and rep their own skill tree in the armors branch. Also, because the regular heavy suits would use HMG and Forge guns, give them a special weapon (maybe a stronger HMG of something along the lines) and remove their side arm slot. They would be the ultimate anti-infantry unit. I might sound like i want an unkillabe suit for myself, but in order to balance it out i came up with this. Make them so the sentinels move at less then half the speed they do now and make them unable to use vehicles and cant spawn at dropuplinks or CRU and are force to walk from mcc. And give them a bigger frame (not too big so they can still run inside buildings) and give them a large hit box so that they are hard to miss and cant strafe because they are slow. And weapons shouls still work on them but to a lesser ability, so you would have to use an antivehicle weapon. Giving swarm launchers the ability to lock and fire at these sentinels would be great, and maybe add a new weapon or two to fight them. In aditions these heavy should be strong enough to destroy an lav and stand against a tank or hav. By stand against i mean be able to do some damage to them and take a few shot from them, but i do not mean they should be able to take out a tank on their own. With 2 more of these sentinels yes but not alone. It would be a team effort to take down a sentinel, and you shouls give extra warpoints for killing a sentinel. And when buying a sentinel they would cost a great amount of money. The proto sentinel would cost the same as a hav, if not even more. I dont know how others would think about this, so ill gladly read your feedbacks on this.
I'm sorry, what? |
Alena Ventrallis
Vengeance Unbound
2271
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Posted - 2014.12.14 17:53:00 -
[393] - Quote
CCP Rattati wrote:After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched. Part of the reason armor is more viable is its more reliable than shield is. Consider this: An AR can stop shield regen from 100m away. All it takes is one damage and the regen is halted. Adding in a damage threshold, perhaps 4-6 damage, would allow shields to be more viable since you'd actually have to be doing appreciable damage in order to stop the regen.
Also consider this: Shield tanking is disproportionally taxing on pg. A complex extender costs 11 pg, while a complex plate costs 12 pg. In addition, the extender costs 54 CPU, and the plate costs 30 CPU. I would recommend reducing Complex extender pg usage to 8-9 pg. this will help shield tanks fit better, meaning they can increase their TTK/have better modules all without directly touching their numbers.
After that, I'd say run metrics. If need be, give shields a SMALL increase to health, but instead of dragging armor to being useless like shields, why not buff shields to be as useful as armor?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Funkmaster Whale
Whale Pod
2629
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Posted - 2014.12.14 18:21:00 -
[394] - Quote
Can someone please give a video example of this so-called "wiggle-wiggle" that so many people are complaining about? Because I can provide dozens of examples from my stream of people trying to strafe to dodge and me still having no issues whatsoever in killing them. I have played this game for almost 2 years and I have never had an issue with not being able to hit someone that's strafing. I simply don't understand where this is coming from. In all honesty I think it's just terribad players whining that they don't know how to target track.
Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it. Target tracking and movement are core staples of an FPS, and if Rattati really wants to make it easier for brick-tanked Sentinels that can't aim then frankly this game isn't for me. I honestly believed in a lot of what Rattati is trying to do, but him listening to people crying about strafing because they can't aim really just makes me shake my head.
Whatever, if he really decides to nerf movement speed because of whiny players that can't target track when this game already has one of the worst, clunkiest movement of any FPS then by all means. You won't see me around. I can't trust a Dev like that.
Follow me on Twitch.tv!
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Flint Beastgood III
Carbon 7 Iron Oxide.
1052
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Posted - 2014.12.14 19:39:00 -
[395] - Quote
Spkr4theDead wrote:The remote mods need to be area of effect. The old system was too clunky and took too long. It's fine for infantry to look at another player to rep them. Not so with a LAV, where the view defaults forward.
^ This. Just like hives.
Yep
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Vitantur Nothus
Nos Nothi
1183
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Posted - 2014.12.14 20:17:00 -
[396] - Quote
Funkmaster Whale wrote: Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it.
14 minutes and 43 seconds, good sir: https://www.youtube.com/watch?v=O2SlbYkzAGo
Not one second of "stand still so I can shoot you". Not one second of "here's how to wiggle while standing in place".
Another video, for your viewing pleasure: https://www.youtube.com/watch?v=PYXffQMXXxM
Here, one of the best players in the game discusses strafe techniques. Notice the date of the video; this tutorial predates the introduction of wiggle-wiggle. Notice how Regnum never once says, "now what we really need is a mechanic which let's use rapidly wiggle while standing more-or-less in place." |
ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3315
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Posted - 2014.12.14 21:19:00 -
[397] - Quote
BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly slower but higher in bigger cycles, for example an armor rep would do 8 hp in 3 seconds while a shield rep would do 3 hp in one. Then, like in EVE, we could have modules that lower the intervals for armor, we then move rechargers, death to regulators, to the low slot which would also end up increasing overall shield hp and now everybody is happy! You might also like this instead of nerfing hp stacking, https://forums.dust514.com/default.aspx?g=posts&m=2514287#post2514287 it is a lot more work to implement than just a raw hp stacking nerf but the end result of this would make the game so much fun!
This is actually a great idea, +1. It also allows Caldari and Shield Minmatars a chance at real role differentiation.
Caldari would naturally focus on higher shield ehp with so many high slots while min would look for a balanced setup with moderate buffer and higher shield regen.
Although there are a few design decisions that come to mind right away.
First... should armor compete to have reps and plates in the same slot while extenders and rechargers occupy opposite slots?
Also, its hard to really try to analogue with eve on this without active regen mods and resistance mods. In some ways you can reach the same conclusion (EHP) by stacking buffer in Dust and resistance mods in EVE, but there is still quite a bit of difference mathematically between the two.
Without making things too crazy, a first step in this kind of process could be to leave rechargers where they are, providing a finite regen similar to armor reps while regulators could decrease the regen interval. The trade off for shields having lower ehp than armor plates could be regulators if properly balanced. In this way both regs and rechargers contribute to regen tanking for a balanced setup that allows for both high and low slot utility mods as well. |
Funkmaster Whale
Whale Pod
2636
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Posted - 2014.12.14 21:32:00 -
[398] - Quote
Vitantur Nothus wrote:Funkmaster Whale wrote: Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it.
14 minutes and 43 seconds, good sir: https://www.youtube.com/watch?v=O2SlbYkzAGoNot one second of "stand still so I can shoot you". Not one second of "here's how to wiggle while standing in place". Another video, for your viewing pleasure: https://www.youtube.com/watch?v=PYXffQMXXxMHere, one of the best players in the game discusses strafe techniques. Notice how the characters move deliberately and free of spasm or gyration. Notice the date of the video; this tutorial predates the introduction of the mindless wiggle-wiggle. Notice how Regnum never once says, "but what we really need from Wolfman is the ability to rapidly wiggle while standing in place; this way we can 'strafe' free from the burden of thought or deliberate effort." What in the hell are you even talking about?
I asked you to demonstrate the exact thing your complaining about and you link me a video to a completely different game. Then you link me Reg's video from Chromosome that was taken before we had strafe speed reductions in like 1.3 or 1.4 or whatever. I play with Regnyum regularly and I can tell you he would likely spit at the thought of nerfing strafe speeds because scrubs are crying about not being able to track their target. You've done absolutely nothing to prove a point.
Oh and here's a link for you to the Halo forums in case you've forgotten what game you're playing.
Again, show me a video of this supposed "wiggle" strafing that people are crying about and want nerfed. From DUST 514 this time.
Follow me on Twitch.tv!
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Sir Dukey
Murphys-Law General Tso's Alliance
1316
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Posted - 2014.12.14 23:21:00 -
[399] - Quote
CCP Rattati wrote:After reading this thread, and going back and forth on the numbers, I am not so sure any more that armor is overall more viable than shield tanking. I do know that high speed high tanked roles suffer from hit detection issues/high strafe speeds. I may tackle that instead of a HP nerf of plates or a smaller HP nerf. I want players to use reactives and ferros so they will not be touched.
leave it up to the players whether they want twice the HP of a shield plate for the price of one slot and some speed or no speed penalty and about same HP as shield extender
Acquire Currency, Disregard Female Canis lupus familiaris
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
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Posted - 2014.12.14 23:29:00 -
[400] - Quote
Arkena Wyrnspire wrote:Cavani1EE7 wrote: Problem is, they already are much more used than armor plates. Ferroscales and reactives can still put you at high HP amounts without hurting your strafe speed (A gallente assault with three ferroscales reaches 600 armor HP and still has two slots for armor repairers and/or other stuff).
Why is this a problem? Okay, you have your 591 armour Galassault with two armour repairers. Let's compare an equal tier Calassault. Stick 4 shield extenders and a recharger on there and you have a 631 shield Calassault. HP is a win for the Calassault, let's look at regen. 20 HP/s vs 45 HP/s with 5s delay (which can be reduced using regulators). Even with the 5s delay, the Calassault will comfortably out-regenerate the Galassault if it drops back to recover for a moment. If you regulate the shields, the regeneration gap becomes even more pronounced. Why are ferroscales a problem, then? Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
I'd fit my gal assault with a complex armour plate and a kincat, this would mimmic the current situation with cal and gal vehicles where gal has greater linear speed and tge cal with greater left and right speed (or acceleration). |
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Fox Gaden
Immortal Guides Learning Alliance
5406
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Posted - 2014.12.14 23:32:00 -
[401] - Quote
I want to be able to wait until I am 1m from the ground before activating my Inertial Dampeners, so that my enemies are not warned that I am coming even before I hit the ground.
I want the ability to choose not to activate my Inertial Dampeners and accept the resulting loss of shields in order to avoid announcing my arrival to every enemy in the area.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
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Posted - 2014.12.14 23:38:00 -
[402] - Quote
Cat Merc wrote:May I suggest reducing the rate at which HMG's lose heat? Not the heat per shot (Though that needs to be increased), but rather how quickly the HMG losses the heat it gained? Cool down time |
Vitantur Nothus
Nos Nothi
1189
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Posted - 2014.12.15 01:26:00 -
[403] - Quote
Funkmaster Whale wrote:Vitantur Nothus wrote:Funkmaster Whale wrote: Like seriously, do you honestly expect someone to just stand in front of you and let them unload on you? I just don't get it.
14 minutes and 43 seconds, good sir: https://www.youtube.com/watch?v=O2SlbYkzAGoNot one second of "stand still so I can shoot you". Not one second of "here's how to wiggle while standing in place". Another video, for your viewing pleasure: https://www.youtube.com/watch?v=PYXffQMXXxMHere, one of the best players in the game discusses strafe techniques. Notice how the characters move deliberately and free of spasm or gyration. Notice the date of the video; this tutorial predates the introduction of the mindless wiggle-wiggle. Notice how Regnum never once says, "but what we really need from Wolfman is the ability to rapidly wiggle while standing in place; this way we can 'strafe' free from the burden of thought or deliberate effort." What in the hell are you even talking about? I asked you to demonstrate the exact thing your complaining about and you link me a video to a completely different game. Then you link me Reg's video from Chromosome that was taken before we had strafe speed reductions in like 1.3 or 1.4 or whatever. I play with Regnyum regularly and I can tell you he would likely spit at the thought of nerfing strafe speeds because scrubs are crying about not being able to track their target. You've done absolutely nothing to prove a point. Oh and here's a link for you to the Halo forums in case you've forgotten what game you're playing. Again, show me a video of this supposed "wiggle" strafing that people are crying about and want nerfed. From DUST 514 this time.
The videos weren't intended to prove anything, cupcake. They were intended to demonstrate strafing as deliberate movement in response to calculated input. Jostling a control stick or rapidly tapping ADAD isn't strafing, and it should accomplish little else apart from looking stupid. |
Arkena Wyrnspire
Fatal Absolution
20206
|
Posted - 2014.12.15 10:51:00 -
[404] - Quote
Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener
The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault.
The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about?
Quote: I'd fit my gal assault with a complex armour plate and a kincat, this would mimmic the current situation with cal and gal vehicles where gal has greater linear speed and the cal with greater left and right speed (or acceleration).
A shield tank can fit kincats without compromising their tank. They can fit a full shield tank and use kincats as well. An armour tank does not outpace them.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
185
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Posted - 2014.12.15 11:38:00 -
[405] - Quote
Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? Quote: I'd fit my gal assault with a complex armour plate and a kincat, this would mimmic the current situation with cal and gal vehicles where gal has greater linear speed and the cal with greater left and right speed (or acceleration).
A shield tank can fit kincats without compromising their tank. They can fit a full shield tank and use kincats as well. An armour tank does not outpace them. I'm assuming you're talking about a caldari assault here, and I'm talking about a cal assault taking 129 seconds to recover his armour while it takes a gal assault 20 seconds to regen his shields.
And you would need to sacrifice HP to fit kincats on your cal assault (i.e a complex shield to an enhanced shield) because the PG is extremely tight, or downgrade your sidearm, grenade and/or equipment to do so.
These modules on a cal assault would only be trying to fit a pseudo scout role which is ultimately futile. Kinetic Catalysers Cardiac Regulators Codebreakers Range Amplifiers Profile Dampener
with maybe the exception of the kincat which is actually worth fitting on an assault.
But it does seem balanced to me overall, I'd maybe like to see the gal/amarr shield delay and shield regen reduced and given more innate reps, or have reactives give more reps and/or halving the movement penalty. |
Jadd Hatchen
KILL-EM-QUICK
698
|
Posted - 2014.12.15 16:12:00 -
[406] - Quote
CCP Rattati wrote:Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time since I think 1.0 after a viewer asked me to demonstrate it. I think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. At most it should be like 22-24 if you really feel like you need to buff it, which I don't understand why. The problem with the TAC is not that it's weak, it's that it's currently surpassed by the Breach in almost every way because of the CQC meta surrounding objectives. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC". PC data, not word of mouth, is excellent to gauge whether a gun is too good, normal or useless. Weapons that are not used at all in PC, are the last category, based on the actions of top tier players. Three weapons are not used, 1% or less of kills, the TAR, the ASCR and the Burst AR. I want at least someone in PC to think, well here is a hidden gem of a weapon. They need to be competitive. If the Combat Rifle is used, then the Burst AR should be used, if the Scrambler is used, the TAR should be used. And as always, I simply don't know why the ASCR isn't used, except for armor meta. Public Contracts usually mirror PC, PC is just quicker to find the OP meta. Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
And there is the fallacy of your data. I'm assuming you are looking at text dumps of what weapon killed whom from the killfeed that we have in the game. What that shows is ONLY who got the killing blow!!! It does NOT show who did the work of getting rid of the shield (ie. your assumed reason no one used ASCR because they will remove the hell outa shields, but the HMG guy or the combat rifle guy will then receive the kill as they all concentrate fire on the same target). So you end up with the "wrong" impression that ASCRs are not powerful and thus need a bump in power... WRONG!!!! Get a controller with a rapid fire trigger button, get an ASCR, you will find that not only is the aim better on sustained fire, but the heat buildup is slower and you will put more DPS downrange than anyone else. You will also find that you won't get a lot of the kills (but you will get tons of assists) as the combat rifles and HMGs play cleanup.
So basically my question is, are you really interpreting the data correctly? Do you get the whole picture of everyone who does damage on a target? Not just who got the final blow? Maybe do a look at the data of what weapons do the most damage to targets (not just what weapons get the kills). Then maybe a different picture is painted.
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Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 16:29:00 -
[407] - Quote
HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101. |
BL4CKST4R
Crux Special Tasks Group Gallente Federation
3478
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Posted - 2014.12.15 16:54:00 -
[408] - Quote
Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101.
Ratatti said he wasn't going to nerf armor , at least not with the proposed nerf
supercalifragilisticexpialidocious
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iWanderer
PT-BR
27
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Posted - 2014.12.15 16:54:00 -
[409] - Quote
Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101.
I have mentioned this before. If this were our universe, armor makes you slower, more heavy (done) and shields make you more electronically visible or more power consuming. The duality of the most opposing forces, Gallente and Caldari should always be seen with caution. So for now, armor plates make you have more hp but more heavy, more slower, and once suggested worse profile.
Balance is about leveling things up, not changing only one. Balance armor versus shields, per suit, per tier, per race all combined to achieve balance. I made a sheet once when the armor reps where given to all suits. It showed many factors combined per suit per race. https://drive.google.com/file/d/0ByLpG42z7QGHWlhGdVh1T3NCVE0/view This is not updated but you can get the general idea of desired balance at the time. Factor in armor plates and shields and work out the balance. I don-¦t have the time at the moment. Note, the sheet does not contemplate the speed penalty for armor that does not exist for shields...
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Vitantur Nothus
Nos Nothi
1192
|
Posted - 2014.12.15 17:17:00 -
[410] - Quote
iWanderer wrote:Jadd Hatchen wrote:HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101. I have mentioned this before. If this were our universe, armor makes you slower, more heavy (done) and shields make you more electronically visible or more power consuming. The duality of the most opposing forces, Gallente and Caldari should always be seen with caution. So for now, armor plates make you have more hp but more heavy, more slower, and once suggested worse profile. Balance is about leveling things up, not changing only one. Balance armor versus shields, per suit, per tier, per race all combined to achieve balance. I made a sheet once when the armor reps where given to all suits. It showed many factors combined per suit per race. https://drive.google.com/file/d/0ByLpG42z7QGHWlhGdVh1T3NCVE0/viewThis is not updated but you can get the general idea of desired balance at the time. Factor in armor plates and shields and work out the balance. I don-¦t have the time at the moment. Note, the sheet does not contemplate the speed penalty for armor that does not exist for shields...
If we're counter-balancing for the sake of balance, we must account for the fact that Speed and Signature Profile are not equally weighted. Speed is a drawback which is universally felt and appreciated. Signature Profile only matters to those who are trying to dampen. |
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Joel II X
Bacon with a bottle of Quafe
5087
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Posted - 2014.12.16 02:53:00 -
[411] - Quote
If armor modules give less health, they should also be less "heavy" and not slow us down as much as they do now, since they have less mass. Actually, being slow and having intermediate health, would probably change the meta a bit TOO much. Just saying. |
Joel II X
Bacon with a bottle of Quafe
5087
|
Posted - 2014.12.16 03:05:00 -
[412] - Quote
Tesfa Alem wrote:CCP Rattati wrote:ASCR needs love and the Burst, any users that want to get their weapons buffed? Carte blanche i want my small railgun turret buffed, and a few more tweaks to the large blaster. Infantry weapons that do need a bit more love: - Ion Pistol - Normal AR - Lazer Rifle - Scrambler Pistol Bolt pistol still needs to be looked at. - Kalikiota Bolt Pistol does 251 damage per shot - Kalikiota Sniper Rifle does 221 damage per shot - Ishikune Sniper rifle does 250 damage per shot If hipfire / noscope sniping is game breaking then why is the bolt pistol an mini hipfiring sniper rifle? It ought to have More bullets, less damage per bullet., a better ROF, and keep the same damage per clip. Only thing the Ion and ScP need is better hit detection. |
Ydubbs81 RND
Ahrendee Mercenaries
3576
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Posted - 2014.12.16 04:54:00 -
[413] - Quote
Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about?
A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods.
What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor?
> Check RND out here
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Cavani1EE7
Murphys-Law
605
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Posted - 2014.12.16 16:32:00 -
[414] - Quote
Ydubbs81 RND wrote:Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods. What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor?
And also in gunfights: Zero delay - unstoppable regen at 23-30hp/s >>> Two-five seconds of delay--50hp/s regen that stops with any taken damage
They say Assaults are balanced between each other. They are Minmatar and Amarr Assaults.
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hold that
Krusual Covert Operators Minmatar Republic
490
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Posted - 2014.12.16 21:00:00 -
[415] - Quote
Orber Gen wrote:CCP Rattati wrote: Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Thx bro, u just announced FOTM TAC AR 514, I believe that u don't know, but TAC AR allows u to shoot triple shot on a moded controller, with 18 bullets (2-3 seconds) heavy is always going down... with 30 - we have new Gal tactical shootgun. Anyway, thx - I know what I'll spec into Welcome back to old days of TAR 514. yeah gotta agree, let's try 20 - 22 a clip first
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BLACK MASK D
The Exemplars RISE of LEGION
41
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Posted - 2014.12.16 22:33:00 -
[416] - Quote
when is this update dropping |
Cavani1EE7
Murphys-Law
607
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Posted - 2014.12.16 22:36:00 -
[417] - Quote
BLACK MASK D wrote:when is this update dropping inb4SoonGäó
"Balance" is a mythical word
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Ydubbs81 RND
Ahrendee Mercenaries
3582
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Posted - 2014.12.21 04:55:00 -
[418] - Quote
Cavani1EE7 wrote:Ydubbs81 RND wrote:Arkena Wyrnspire wrote:Mexxx Dust-Slayer wrote: Seems balanced since gal assault will deal extra damage with damage mods, if the cal assault adds a damage mod, it will have 562 shield. The gal assault's shield buffer is also better than the cal assaults armour buffer.
And the Calassault can use any of the following in its utility slots: Kinetic Catalysers Shield Regulators Cardiac Regulators Codebreakers Range Amplifiers PG Upgrade CPU Upgrade Profile Dampener The Galassault can fit damage mods. The Calassault gets a huge number of beneficial items to pick from. This is not in favour of the Galassault. The Galassault shield buffer is not stronger than the Calassault armour buffer. They are equivalent. What are you talking about? A damage mod is x times more useful in gunfights than any of those kincat, codebreaker, range amp, pg/cpu upgrade mods. What can any of those do for a cal assault engaged with an amarr assault that has damage mods stacked and most of their health tied up in armor? And also in gunfights: Zero delay - unstoppable regen at 23-30hp/s >>> Two-five seconds of delay--50hp/s regen that stops with any taken damage
I'm going to rock your signature as a form of protest
Shield tanking is hard mode /period.
> Check RND out here
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Kallas Hallytyr
Skullbreakers
1183
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Posted - 2014.12.21 13:11:00 -
[419] - Quote
BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly slower but higher in bigger cycles, for example an armor rep would do 8 hp in 3 seconds while a shield rep would do 3 hp in one. Then, like in EVE, we could have modules that lower the intervals for armor, we then move rechargers, death to regulators, to the low slot which would also end up increasing overall shield hp and now everybody is happy! You might also like this instead of nerfing hp stacking, https://forums.dust514.com/default.aspx?g=posts&m=2514287#post2514287 it is a lot more work to implement than just a raw hp stacking nerf but the end result of this would make the game so much fun! This needs more attention.
Passive shield regen and better armour regen would help the imbalances immensely.
Alt of Halla Murr. Sentinel.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
376
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Posted - 2014.12.21 21:36:00 -
[420] - Quote
Kallas Hallytyr wrote:BL4CKST4R wrote:One parameter that we can look at is making shields passive but slightly faster than armor repair, and making armor repair slightly slower but higher in bigger cycles, for example an armor rep would do 8 hp in 3 seconds while a shield rep would do 3 hp in one. Then, like in EVE, we could have modules that lower the intervals for armor, we then move rechargers, death to regulators, to the low slot which would also end up increasing overall shield hp and now everybody is happy! You might also like this instead of nerfing hp stacking, https://forums.dust514.com/default.aspx?g=posts&m=2514287#post2514287 it is a lot more work to implement than just a raw hp stacking nerf but the end result of this would make the game so much fun! This needs more attention. Passive shield regen and better armour regen would help the imbalances immensely.
+1 |
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