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Oceltot Mortalis
52
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Posted - 2015.01.25 17:03:00 -
[1] - Quote
This may not apply to everyone's suit, and for that I am open to suggestions and other work arounds. tl;dr at the bottom.
Recently, I noticed that Gallente are slow. The slowest race of all.
Native to armor tanking, they have a penalty to movement speed inherent to doing anything helpful on the field. And beyond that, they have just a little more than HALF the stamina of the Amarr. So I went ahead and fit an enhanced kinetic catalyzer to my Gallamando, thinking "Finally! I'll be able to close the distance on my opponents and be able to apply the range of an Assault Rifle!"
Not so fast. You see the KinCats apply a percentage bonus, so if you have hardly any speed to begin with then you are SOL. You will have to sacrifice all armor recovery and buffer to get anywhere near decent speeds.
*Pulls up le numbers (with no modules on suits besides those mentioned)
Gallente Commando with my skills Stamina - 131.25 Units Sprint (with no KinCats) - 5.95 m/s Sprint (1 ADV KinCat) - 6.44 m/s Sprint (2 PRO KinCats) - 7.41 m/s <---- *Should be noted, this is a fail fit. Does not do well.
Amarr Commando with my skills Stamina - 210 Units Sprint - 5.66 m/s
Gallente Assault with my skills Stamina - 183.75 Units Sprint (with no KinCats) - 7.35 m/s Sprint (1 ADV KinCat) - 7.96 m/s Sprint (2 PRO KinCat) - 9.15 m/s <---- *Should be noted, I havent tried this. It might break the hit box detection.
Gallente Scout with my skills Stamina - 210 Units Sprint (w/o KinCats) - 8.01 m/s Sprint (1 ADV KinCat) - 8.67 m/s Sprint (2 PRO KinCats) - 9.97 m/s <---- *Should be noted, breaks hit box detection.
Minmatar Scout with my skills Stamina - 236.25 Units Sprint (w/o KinCats) - 8.31 m/s Sprint (1 ADV KinCat) - 8.99 m/s Sprint (2 PRO KinCats) - 10.33 m/s <---- *Should be noted, breaks hit box detection.
Notice the difference between Amarr and Gallente. Slightly slower, but can sprint almost twice as long. Other notable item, Gallamando increases 1.46 m/s with 2 proto KinCats. Whereas the Scout (who doesn't need much help to begin with) increases 1.96 m/s. That's an entire ADV KinCat added to the scout for simply having more speed to start with.
So what I am suggesting, is a flat bonus to KinCats. Here's why.
With the facts from above supporting, KinCats are significantly nerfed for any suit that want's to increase horrible speed, but has low speed to begin with. The commando has to become a paper thin, PG raped dropsuit to close the gap to the assault suit it is competing with directly. On top of that, speed tanking is much less effective due to the enormous hit box that the heavy frame supplies it.
tl:dr
Militia KinCat +.25 m/s Basic KinCat +.33 m/s Enhanced KinCat +.66 m/s Complex KinCat +.99 m/s
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Nocturnal Soul
Primordial Threat
5108
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Posted - 2015.01.25 17:09:00 -
[2] - Quote
Slow! Slow! Boy you don't know what slow is!
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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Oceltot Mortalis
52
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Posted - 2015.01.25 17:15:00 -
[3] - Quote
Quote:Slow! Slow! Boy you don't know what slow is! Then enlighten me. Post some numbers to support, make an argument, but don't just troll.
I realize I made my case for the Commandos that I enjoy playing, but I'm sure there are some sentinels that would like to weigh in.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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All Gucci
T.H.I.R.D R.O.C.K General Tso's Alliance
114
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Posted - 2015.01.25 17:33:00 -
[4] - Quote
I thought amarr are the slowest.......
Director / Slayer / Emperor
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Arkena Wyrnspire
Fatal Absolution
21245
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Posted - 2015.01.25 17:36:00 -
[5] - Quote
All Gucci wrote:I thought amarr are the slowest....... This was covered by the OP if you would care to read what he wrote.
The Amarr are slower, but have vastly more stamina. This ultimately means that Amarr are much better at covering distance.
Vote 'Keshava' for a new Gallente vehicle name!
Gallente Guide to DUST
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Jack McReady
DUST University Ivy League
1905
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Posted - 2015.01.25 17:42:00 -
[6] - Quote
so you basically want to give real scouts that rely on very fast speed to avoid getting hit a huge nerf just because you want make some fatties run faster?
no thanks. use lavs if you want to move a fatty from A to B.
and regarding gallente, they are supposed to be second faster race while caldari second slowest, yet for some magical reason they have the same movement stats. this is what a rework should take care of first. |
Oceltot Mortalis
52
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Posted - 2015.01.25 17:44:00 -
[7] - Quote
Jack McReady wrote:so you basically want to give real scouts that rely on very fast speed to avoid getting hit a huge nerf just because you want make some fatties run faster?
no thanks. use lavs if you want to move a fatty from A to B.
and regarding gallente, they are supposed to be second faster race while caldari second slowest, yet for some magical reason they have the same movement stats. this is what a rework should take care of first. If you care to look at the numbers, the only nerf is to minmatar scouts. And just barely. I merely applied the math for scouts to all dropsuits.
Go read and do math next time.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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All Gucci
T.H.I.R.D R.O.C.K General Tso's Alliance
115
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Posted - 2015.01.25 19:19:00 -
[8] - Quote
Arkena Wyrnspire wrote:All Gucci wrote:I thought amarr are the slowest....... This was covered by the OP if you would care to read what he wrote. The Amarr are slower, but have vastly more stamina. This ultimately means that Amarr are much better at covering distance.
80 more stamina isn't vastly more like you claim....... point me to the maps where it is more beneficial to run for longer at dirt slow speeds? the amarr get ****** over.... they are much slower while only having 35 more health even after all assaults got 100 hp buff and Min got hp buffs... if the gallente get stamina buffs the amarr need speed buffs and/or hp.... there is nothing wrong with your suit.... in fact I would trade 35 hp for 5% more speed in movement , sprint and strafe any day.
Director / Slayer / Emperor
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Oceltot Mortalis
53
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Posted - 2015.01.25 19:33:00 -
[9] - Quote
All Gucci wrote:Arkena Wyrnspire wrote:All Gucci wrote:I thought amarr are the slowest....... This was covered by the OP if you would care to read what he wrote. The Amarr are slower, but have vastly more stamina. This ultimately means that Amarr are much better at covering distance. 80 more stamina isn't vastly more like you claim....... point me to the maps where it is more beneficial to run for longer at dirt slow speeds? the amarr get ****** over.... they are much slower while only having 35 more health even after all assaults got 100 hp buff and Min got hp buffs... if the gallente get stamina buffs the amarr need speed buffs and/or hp.... there is nothing wrong with your suit.... in fact I would trade 35 hp for 5% more speed in movement , sprint and strafe any day. which suit are you talking about, Gucci?
And when you only have 131.25 stamina, 80 more is a big difference.
Getting caught walking when you could be sprinting across an open plain is a perfect example of when longer running is a beneficial thing. Makes you an faster moving target, gets you out of the kill zone faster, and allows you to move around the battlefield faster to respond to different situations.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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DeadlyAztec11
Ostrakon Agency
7232
|
Posted - 2015.01.25 20:56:00 -
[10] - Quote
I don't know, you have to remember that the walking speed of the Gallente is superior to the Amarr.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Oceltot Mortalis
58
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Posted - 2015.01.25 21:51:00 -
[11] - Quote
DeadlyAztec11 wrote:I don't know, you have to remember that the walking speed of the Gallente is superior to the Amarr. True
Amarr Commando Walking Speed - 3.85 m/s Gallente Commando Walking Speed - 4.05 m.s
However, the Amarr spends a lot less time walking. A lot less.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Jadek Menaheim
Xer Cloud Consortium
5181
|
Posted - 2015.01.25 22:53:00 -
[12] - Quote
How about introducing something like an Inertia Energizer into Kincats. Converting suit movement energy into speed bonuses over time. It would have a greater affect on heavy frames rather than lighter ones. The longer a heavy frame continues movement (walking or running) in a straight direction its movement speed increases up to a plateaued amount after X seconds. X is defined by the grade of Kincats.
Neckbeard for Good charity shave
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Adipem Nothi
Nos Nothi
6060
|
Posted - 2015.01.25 23:10:00 -
[13] - Quote
Oceltot Mortalis wrote: Militia KinCat +.25 m/s Basic KinCat +.33 m/s Enhanced KinCat +.66 m/s Complex KinCat +.99 m/s
Theoretically, there's a speed beyond which hit detection experiences an increase in inconsistency. "Bullet weaving" was real problem with speed tankers in Chromosome. As a old biotic scout, I'd love nothing more than to see speed tanking become viable again, but hit detection and framerate drops are too big of a problem for me to support this in good conscience.
Also, the speed gap between Assault and Scout is already too close. MN Assault speed, in my opinion, is a problem. We don't have Scouts which can out-tank Assaults, we shouldn't have Assaults which can out-speed Scouts. All to that say, setting an "upper limit" on scouts then buffing kincats anyway would be a pretty crap thing to do balance-wise.
Shoot scout with yes.
- Ripley Riley
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All Gucci
T.H.I.R.D R.O.C.K General Tso's Alliance
116
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Posted - 2015.01.25 23:13:00 -
[14] - Quote
Oceltot Mortalis wrote: When you only have 131.25 stamina, 80 more is a big difference.
Getting caught walking when you could be sprinting across an open plain is a perfect example of when longer running is a beneficial thing. Makes you an faster moving target, gets you out of the kill zone faster, and allows you to move around the battlefield faster to respond to different situations.
This is a bit off topic, lets get back to the fact that this rework would allow you to make the amarr faster through more efficient kincats. Do you disagree, Gucci?
I agree with the changes, this would actually give me a reason to use kin cats
Director / Slayer / Emperor
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Adipem Nothi
Nos Nothi
6060
|
Posted - 2015.01.25 23:17:00 -
[15] - Quote
PS: 100% in favor of increasing the utility of Biotic modules. These should be just as useful to fit as armor mods and damage mods.
Shoot scout with yes.
- Ripley Riley
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Oceltot Mortalis
59
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Posted - 2015.01.26 00:20:00 -
[16] - Quote
Adipem Nothi wrote:Oceltot Mortalis wrote: Militia KinCat +.25 m/s Basic KinCat +.33 m/s Enhanced KinCat +.66 m/s Complex KinCat +.99 m/s
Theoretically, there's a speed beyond which hit detection experiences an increase in inconsistency. "Bullet weaving" was real problem with speed tankers in Chromosome. As a old biotic scout, I'd love nothing more than to see speed tanking become viable again, but hit detection and framerate drops are too big of a problem for me to support this in good conscience. Also, the speed gap between Assault and Scout is already too close. MN Assault speed, in my opinion, is a problem. We don't have Scouts which can out-tank Assaults, we shouldn't have Assaults which can out-speed Scouts. All to that say, setting an "upper limit" on scouts then buffing kincats anyway would be a pretty crap thing to do balance-wise. I am excruciatingly aware of the bullet weaving as it pertains to scouts/MinAssault. The main factor in this is the lack of momentum of an individual. When someone with a keyboard is moving forward then start backpedaling, there is no time given to stopping momentum and then gaining momentum in the other direction. Hence scouts/MinAssault exploit this to no end when they strafe side to side infront of an HMG and take no damage as they kill him from 10 meters away.
I know that in EVE there is a way to make it impossible to gain 100% resistance on for a certain damage type. If we were somehow able to implement it for sprint speed (where 10 m/s is the 100%) then we would have a ceiling and a way to buff KinCats.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Oceltot Mortalis
59
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Posted - 2015.01.26 00:23:00 -
[17] - Quote
Jadek Menaheim wrote:How about introducing something like an Inertia Energizer into Kincats. Converting suit movement energy into speed bonuses over time. It would have a greater affect on heavy frames rather than lighter ones. The longer a heavy frame continues movement (walking or running) in a straight direction its movement speed increases up to a plateaued amount after X seconds. X is defined by the grade of Kincats.
+1 Interesting idea, it definitely supports the momentum theory that I have for this game. I like it. If only we had a way to implement momentum for changing directions. Would stop a lot of scout/MinAssault "dance of death."
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Imp Smash
Molon Labe. General Tso's Alliance
576
|
Posted - 2015.01.26 00:25:00 -
[18] - Quote
Oceltot Mortalis wrote:DeadlyAztec11 wrote:I don't know, you have to remember that the walking speed of the Gallente is superior to the Amarr. True Amarr Commando Walking Speed - 3.85 m/s Gallente Commando Walking Speed - 4.05 m.s However, the Amarr spends a lot less time walking. A lot less.
But don't forget that the higher base speed of the Galmando means less incoming fire damage. That Ammando can sprint farther, but gets hit harder.
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Oceltot Mortalis
59
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Posted - 2015.01.26 00:36:00 -
[19] - Quote
Imp Smash wrote:Oceltot Mortalis wrote:DeadlyAztec11 wrote:I don't know, you have to remember that the walking speed of the Gallente is superior to the Amarr. True Amarr Commando Walking Speed - 3.85 m/s Gallente Commando Walking Speed - 4.05 m.s However, the Amarr spends a lot less time walking. A lot less. But don't forget that the higher base speed of the Galmando means less incoming fire damage. That Ammando can sprint farther, but gets hit harder. Maybe so. Gallente and Amarr are both quite slow, and none of these numbers has given any thought to how much armor plates will slow down these suits. But if it is a distance that comes down to having to stop as an Amarr, then you've already been exposed for a significant period of time. And by this point, the Gallente has been walking behind you for some time now. Walking. And he will be picked off as the easier target. Or closer target if you are running away from something.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Oceltot Mortalis
59
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Posted - 2015.01.26 00:37:00 -
[20] - Quote
Also shameless plug as to why Commandos shouldn't be this slow in the first place.
https://forums.dust514.com/default.aspx?g=posts&t=188745&find=unread
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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Bright Steel
Horizons' Edge
820
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Posted - 2015.01.26 03:54:00 -
[21] - Quote
I can see OP's logic
Let's compare how a 80 armor min scout can put on a basic plate and more than double it's armor.
i would endorse kincats being X number rather than X percent.
+1
Dust 514, the BEST WORST game you can't stop playing.
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Imp Smash
Molon Labe. General Tso's Alliance
578
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Posted - 2015.01.26 06:52:00 -
[22] - Quote
Oceltot Mortalis wrote:Imp Smash wrote:Oceltot Mortalis wrote:DeadlyAztec11 wrote:I don't know, you have to remember that the walking speed of the Gallente is superior to the Amarr. True Amarr Commando Walking Speed - 3.85 m/s Gallente Commando Walking Speed - 4.05 m.s However, the Amarr spends a lot less time walking. A lot less. But don't forget that the higher base speed of the Galmando means less incoming fire damage. That Ammando can sprint farther, but gets hit harder. Maybe so. Gallente and Amarr are both quite slow, and none of these numbers have given any thought to how much armor plates will slow down these suits. But if it is a distance that comes down to having to stop as an Amarr, then you've already been exposed for a significant period of time. And by this point, the Gallente has been walking behind you for some time now. Walking. And he will be picked off as the easier target. Or closer target if you are running away from something. Edited: For grammar's sake
I would say that It's combat methodology really. Amarr rep slow, take a lot of damage, have a lot of life. Gal Rep fast, have almost a lot of life, take slightly less damage.
Amarr guns are set for open fields. So they need to jog across them. Gal guns are close range, so Gal should be zigzagging from cover to cover, repping incoming damage to get into range of their blasters.
Certain races are simply not designed for certain distances. They make up for that in being better at other distances. I don't think we can look at one specific situation and compare races in a vacuum.
So relative to your initial post: wouldn't fast suits get faster by a larger margin as well? Sure, your Galmando speeds up a tad, but relatively stays in the same place whereas fast suits (scouts, MinAss) get even MORE broken hit detection? Not sure that'll work out well. Unless I'm misunderstanding your OP that is. |
Breakin Stuff
Internal Error. Negative-Feedback
6756
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Posted - 2015.01.26 08:55:00 -
[23] - Quote
Try this combination in a proto gallente assault.
Complex ferroscale complex reactive x2 complex kincat x2
Complex damage mod x3
Tweak to fit your playstyle and enjoy the screams.
AV
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rasputin900000
Subsonic Synthesis RISE of LEGION
27
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Posted - 2015.01.26 11:29:00 -
[24] - Quote
Oceltot Mortalis wrote:This may not apply to everyone's suit, and for that I am open to suggestions and other work arounds. tl;dr at the bottom.
Recently, I noticed that Gallente are slow. The slowest race of all.
Native to armor tanking, they have a penalty to movement speed inherent to doing anything helpful on the field. And beyond that, they have just a little more than HALF the stamina of the Amarr. So I went ahead and fit an enhanced kinetic catalyzer to my Gallamando, thinking "Finally! I'll be able to close the distance on my opponents and be able to apply the range of an Assault Rifle!"
Not so fast. You see the KinCats apply a percentage bonus, so if you have hardly any speed to begin with then you are SOL. You will have to sacrifice all armor recovery and buffer to get anywhere near decent speeds.
*Pulls up le numbers (with no modules on suits besides those mentioned)
Gallente Commando with my skills Stamina - 131.25 Units Sprint (with no KinCats) - 5.95 m/s Sprint (1 ADV KinCat) - 6.44 m/s Sprint (2 PRO KinCats) - 7.41 m/s <---- *Should be noted, this is a fail fit. Does not do well.
Amarr Commando with my skills Stamina - 210 Units Sprint - 5.66 m/s
Gallente Assault with my skills Stamina - 183.75 Units Sprint (with no KinCats) - 7.35 m/s Sprint (1 ADV KinCat) - 7.96 m/s Sprint (2 PRO KinCat) - 9.15 m/s <---- *Should be noted, I havent tried this. It might break the hit box detection.
Gallente Scout with my skills Stamina - 210 Units Sprint (w/o KinCats) - 8.01 m/s Sprint (1 ADV KinCat) - 8.67 m/s Sprint (2 PRO KinCats) - 9.97 m/s <---- *Should be noted, breaks hit box detection.
Minmatar Scout with my skills Stamina - 236.25 Units Sprint (w/o KinCats) - 8.31 m/s Sprint (1 ADV KinCat) - 8.99 m/s Sprint (2 PRO KinCats) - 10.33 m/s <---- *Should be noted, breaks hit box detection.
Notice the difference between Amarr and Gallente. Slightly slower, but can sprint almost twice as long. Other notable item, Gallamando increases 1.46 m/s with 2 proto KinCats. Whereas the Scout (who doesn't need much help to begin with) increases 1.96 m/s. That's an entire ADV KinCat added to the scout for simply having more speed to start with.
So what I am suggesting, is a flat bonus to KinCats. Here's why.
With the facts from above supporting, KinCats are significantly nerfed for any suit that want's to increase horrible speed, but has low speed to begin with. The commando has to become a paper thin, PG raped dropsuit to close the gap to the assault suit it is competing with directly. On top of that, speed tanking is much less effective due to the enormous hit box that the heavy frame supplies it.
tl:dr
Militia KinCat +.25 m/s Basic KinCat +.33 m/s Enhanced KinCat +.66 m/s Complex KinCat +.99 m/s
Every suit has pros and coins e best I can say is get used to running 2 kin cats or spec into minmitar if you need the extra speed seeing how they're the fastest of the bunch. If we nerf everything eventually we're all going to be playing C.O.D. which isn't the reason we play DUST. The reason most of us came to this game was it breaks the cookie cutter gameplay most fps games offer
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Celus Ivara
DUST University Ivy League
287
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Posted - 2015.01.26 12:35:00 -
[25] - Quote
In general, what you bring up is true, but a point of order: Due to being armor focused, the Gallentte have the most low slots (tied with Amarr) . Given lows are where the KinKats and Catalyzers are fit, if you want to run fast, and especially if you want to run fast and far, Gallentte is a very good platform for that.
Amarr have as many lows as Gallentte, but also have less base speed, so they can't max-out as high as Galentte can. Minmatar have only one less low and have a higher base speed, so they are pretty good, but that one less low means you can't fit a Catalyzer, making them less good for winning marathons.
I've been running a highly focused speed Scout fitting for the last two years. I've been using the Gal-Scout for this. At the start of every Skirm I spawn into a specialized fit that is hard specced into speed. 3x proto KinKats and 1 proto Catalyzer. I run at 10+m/s and almost never run out of Stamina. I have about a 98% success rate of reaching, hacking and reinforcing the center of the map long before any vehicle gets there.
Your core point about about base stats is valid; I just think you're missing the effects of slot layout.
On a different note though, I'd be 100% down for a speed and stamina boost for all suits across the board. It'd be an indirect nerf to my playstyle, but I'm pretty sure time spent running to fights is less fun then time spent in fights. The funner Dust is, the better for everybody. |
Vesta Opalus
T.H.I.R.D R.O.C.K General Tso's Alliance
351
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Posted - 2015.01.26 15:44:00 -
[26] - Quote
Oceltot Mortalis wrote:This may not apply to everyone's suit, and for that I am open to suggestions and other work arounds. tl;dr at the bottom.
Recently, I noticed that Gallente are slow. The slowest race of all.
Native to armor tanking, they have a penalty to movement speed inherent to doing anything helpful on the field. And beyond that, they have just a little more than HALF the stamina of the Amarr. So I went ahead and fit an enhanced kinetic catalyzer to my Gallamando, thinking "Finally! I'll be able to close the distance on my opponents and be able to apply the range of an Assault Rifle!"
Not so fast. You see the KinCats apply a percentage bonus, so if you have hardly any speed to begin with then you are SOL. You will have to sacrifice all armor recovery and buffer to get anywhere near decent speeds.
*Pulls up le numbers (with no modules on suits besides those mentioned)
Gallente Commando with my skills Stamina - 131.25 Units Sprint (with no KinCats) - 5.95 m/s Sprint (1 ADV KinCat) - 6.44 m/s Sprint (2 PRO KinCats) - 7.41 m/s <---- *Should be noted, this is a fail fit. Does not do well.
Amarr Commando with my skills Stamina - 210 Units Sprint - 5.66 m/s
Gallente Assault with my skills Stamina - 183.75 Units Sprint (with no KinCats) - 7.35 m/s Sprint (1 ADV KinCat) - 7.96 m/s Sprint (2 PRO KinCat) - 9.15 m/s <---- *Should be noted, I havent tried this. It might break the hit box detection.
Gallente Scout with my skills Stamina - 210 Units Sprint (w/o KinCats) - 8.01 m/s Sprint (1 ADV KinCat) - 8.67 m/s Sprint (2 PRO KinCats) - 9.97 m/s <---- *Should be noted, breaks hit box detection.
Minmatar Scout with my skills Stamina - 236.25 Units Sprint (w/o KinCats) - 8.31 m/s Sprint (1 ADV KinCat) - 8.99 m/s Sprint (2 PRO KinCats) - 10.33 m/s <---- *Should be noted, breaks hit box detection.
Notice the difference between Amarr and Gallente. Slightly slower, but can sprint almost twice as long. Other notable item, Gallamando increases 1.46 m/s with 2 proto KinCats. Whereas the Scout (who doesn't need much help to begin with) increases 1.96 m/s. That's an entire ADV KinCat added to the scout for simply having more speed to start with.
So what I am suggesting, is a flat bonus to KinCats. Here's why.
With the facts from above supporting, KinCats are significantly nerfed for any suit that want's to increase horrible speed, but has low speed to begin with. The commando has to become a paper thin, PG raped dropsuit to close the gap to the assault suit it is competing with directly. On top of that, speed tanking is much less effective due to the enormous hit box that the heavy frame supplies it.
tl:dr
Militia KinCat +.25 m/s Basic KinCat +.33 m/s Enhanced KinCat +.66 m/s Complex KinCat +.99 m/s
I'd rather see a bonus to kincat performance on assault frames rather than a global change to kincats. And it should be noted the minmatar assault can get super fast (I think 9.7m/s with 2 modules?) with kincats, so Im not sure even that wouldnt be overpowered as hell.
All I know is that I definately dont want to see a minmatar sentinel going faster than they already can if they stack kincats. |
Stupid Blueberry
Pure Evil. Capital Punishment.
973
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Posted - 2015.01.26 16:41:00 -
[27] - Quote
please add a jump biotic
Hnolai ki tuul, ti sei oni a tiu.
Haajakin Kalen.
Blueberry smokin' that crack y'all
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Oceltot Mortalis
68
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Posted - 2015.01.27 04:41:00 -
[28] - Quote
Imp Smash wrote:Oceltot Mortalis wrote:Imp Smash wrote:Oceltot Mortalis wrote:DeadlyAztec11 wrote:I don't know, you have to remember that the walking speed of the Gallente is superior to the Amarr. True Amarr Commando Walking Speed - 3.85 m/s Gallente Commando Walking Speed - 4.05 m.s However, the Amarr spends a lot less time walking. A lot less. But don't forget that the higher base speed of the Galmando means less incoming fire damage. That Ammando can sprint farther, but gets hit harder. Maybe so. Gallente and Amarr are both quite slow, and none of these numbers have given any thought to how much armor plates will slow down these suits. But if it is a distance that comes down to having to stop as an Amarr, then you've already been exposed for a significant period of time. And by this point, the Gallente has been walking behind you for some time now. Walking. And he will be picked off as the easier target. Or closer target if you are running away from something. Edited: For grammar's sake I would say that It's combat methodology really. Amarr rep slow, take a lot of damage, have a lot of life. Gal Rep fast, have almost a lot of life, take slightly less damage. Amarr guns are set for open fields. So they need to jog across them. Gal guns are close range, so Gal should be zigzagging from cover to cover, repping incoming damage to get into range of their blasters. Certain races are simply not designed for certain distances. They make up for that in being better at other distances. I don't think we can look at one specific situation and compare races in a vacuum. So relative to your initial post: wouldn't fast suits get faster by a larger margin as well? Sure, your Galmando speeds up a tad, but relatively stays in the same place whereas fast suits (scouts, MinAss) get even MORE broken hit detection? Not sure that'll work out well. Unless I'm misunderstanding your OP that is.
The speed difference between races is negligible. What I find personally disturbing is the speed at which all commando's move. as seen here. but I digress.
There is a certain math that EVE online uses so that no one in the game can achieve 100% resistance to any type of damage. you can barely achive 95% if you try hard enough. If there was a way to apply that math to sprint speed (assuming that 10 m/s was the 100% resistance) then we would be able to implement this module with little to no problem.
And those that think not being able to achieve 10 m/s is a bad thing, then propose an idea that fixes the hitbox glich after you reach a certain speed. but remember, no matter how fast you move, you can never move faster than bullets.
Aspiring Forum Warrior.
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Oceltot Mortalis
68
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Posted - 2015.01.27 04:46:00 -
[29] - Quote
Vesta Opalus wrote:I'd rather see a bonus to kincat performance on assault frames rather than a global change to kincats. And it should be noted the minmatar assault can get super fast (I think 9.7m/s with 2 modules?) with kincats, so Im not sure even that wouldnt be overpowered as hell.
All I know is that I definately dont want to see a minmatar sentinel going faster than they already can if they stack kincats. That's the thing about Dust, if you want to make a super fast sentinel - you can. Will it be super squishy? yes. Glass cannon? absolutely.
Aspiring Forum Warrior.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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Oceltot Mortalis
68
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Posted - 2015.01.27 04:49:00 -
[30] - Quote
Celus Ivara wrote:On a different note though, I'd be 100% down for a speed and stamina boost for all suits across the board. It'd be an indirect nerf to my playstyle, but I'm pretty sure time spent running to fights is less fun then time spent in fights. The funner Dust is, the better for everybody. Yours is a truly rare temperament, and I wholeheartedly agree.
Aspiring Forum Warrior.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
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