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Templar XIII
Vherokior Combat Logistics Minmatar Republic
49
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Posted - 2015.01.28 20:33:00 -
[1] - Quote
knight guard fury wrote:All Gucci wrote:knight guard fury wrote:THUNDERGROOVE wrote:True Adamance wrote:Why the **** does it matter?
Amarr things are usually slower than other things. Amarr things have slightly more eHP than other things. Amarr things have more cap/stamina than most other things.
Just harden up like the rest of us have. The Amarr Assault was much worse at one point. I don't mind the assault as it is. I just find it a huge joke how the Minmatar Assault is faster than my Amarr scout base. Slowest scout should be faster than the fastest assault. It's pathetic. P.S. Nerf all assault strafe HTFU and this is how I view it Amarr scout - assault Amarr assault - heavy Amarr heavy - huge tanks beast Don't take that literally but you get what I'm saying and the min assault is faster than a lot of other suits so it's just naturally like that. All matari are faster in all ways and the amarr are just tankier and can be fit in many ways but we are missing the tank..... we follow the same hp ratio as the cal/gal when we are supposed to be the hp race..... while min doesn't follow the same Speed ratio as cal/gal its overpowered because its health to speed ratio is bigger then all the other suits by a wide margin it need 2% less speed or 15 less health....while the amarr need 1% more speed or 15 more hp.. do the math if you think I am making **** up... Well if you remember how it use to be the minmatar use to lack in EHP by WAY too much until there recent buff to health over all but... For the scout, it has a decent speed to health ratio, even if it's Ehp makes me annoyed that it can be killed by A LOT of things in a few shots. The assault is way better than it use to be with its slit change and hp buff and it's speed is about right IMO and isn't too fast but isn't too slow on minmatar standards. If you think about, if you read the description on the suit, it is stripped of a lot of stuff and only contains the necessary things for a suit to work, and it has light weight armor(considering how fast they can run and how low their armor is). Out of all the suits the logi is the slowest only because it has an armor dominant tank rather than shield. The heavy compared to other heavies is just squishy and it's speed helps it out in most situations since it has l
Oh, good lord: grammar! You make my eyes bleed. My dear child, All Gucci is not trading in opinions here. As you might have noticed, numbers have been served as a basis for argument, so please spare us your IMO. Bring hard numbers to the table. I do for my part fully support All Gucci's plea for an Amarr Assault suit buff, or better: a Minmatar run- and strafe speed nerf.
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Templar XIII
Vherokior Combat Logistics Minmatar Republic
49
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Posted - 2015.01.28 21:13:00 -
[2] - Quote
True Adamance wrote:Where did players get the idea the Amarr are "the highest eHP race" they are not necessarily at all.
They are just Armour Tankers. That's all. They use the same armour as everyone else. The only difference between them and the Gallente in terms of racial tanking styles is that the Amarr focus on resistances and even then only a handful of ships that actually get bonuses like this.
The CAN have ships that have incredibly high eHP values. At the same time they also have fits and such that have incredibly low eHP values depending on their use.
To answer your question: from CCP. When you compare amarrian and matari suits, you will notice a certain difference in fitting slot allocation, base health stats and movement speeds which favors certain play styles and discourages others. To assume, that this distribution of qualities was not a willful one since it is consistent across all suit roles, is more than legitimate. It raises questions as to balance these differing dropsuit qualities against each other. Anymore questions? |
Templar XIII
Vherokior Combat Logistics Minmatar Republic
49
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Posted - 2015.01.28 21:34:00 -
[3] - Quote
True Adamance wrote:Templar XIII wrote:True Adamance wrote:Where did players get the idea the Amarr are "the highest eHP race" they are not necessarily at all.
They are just Armour Tankers. That's all. They use the same armour as everyone else. The only difference between them and the Gallente in terms of racial tanking styles is that the Amarr focus on resistances and even then only a handful of ships that actually get bonuses like this.
The CAN have ships that have incredibly high eHP values. At the same time they also have fits and such that have incredibly low eHP values depending on their use.
To answer your question: from CCP. When you compare amarrian and matari suits, you will notice a certain difference in fitting slot allocation, base health stats and movement speeds which favors certain play styles and discourages others. To assume, that this distribution of qualities was not a willful one since it is consistent across all suit roles, is more than legitimate. It raises questions as to balance these differing dropsuit qualities against each other. Anymore questions? The question is why do you feel like you need more. We already have one of the best rifles, passable eHP values, good balanced between low and high slots, all the swag in the world. Honestly you could not ask for more from this suit...... If you need it to perform well...... I genuinely don't know what to say to you.
"We already have one of the best rifles"...you are so funny: everyone has. The amarrian suit simply endorses and benefits its use. As stated by All gucci before, its starts to get interesting when you choose to use a different type of rifle.
"Passable eHP"...which one is better: to be able to take more beating or not to take a beating at all and keep the potential to enter another engagement? That is why speed, regenerative capabilities and base health have to be balanced and weighted against each other.
"All the swag in the world"...OK, you have me here. You are flat out right on this one. (...and CCP still does not want to turn me Amarrian *sigh*)
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Templar XIII
Vherokior Combat Logistics Minmatar Republic
51
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Posted - 2015.01.28 22:30:00 -
[4] - Quote
Quote: I simply don't understand why you think you feel the Amarr Assault needs any more than it already has...... we have everything we need to function effectively on the battlefield....what could possibly warrant more?
The fact that other suits, in this case the Minmatar assault suit, perform a lot better, which is why I support All Gucci's request for an Amarr Assault buff, preferring a minmatar speed/strafe speed nerf though. I wrote this all before and passed the ball to CCP to check their numbers and see how these imbalances, if they do see any in it, can be amended, so we do not have to rely on what we think we feel. Did you not get enough sleep or chose deliberately to oppose on grounds of just because? I do not intent to be rude, but I know you for far better forum postings. |
Templar XIII
Vherokior Combat Logistics Minmatar Republic
57
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Posted - 2015.02.01 13:42:00 -
[5] - Quote
All Gucci wrote:Atiim wrote:All Gucci wrote:The amarr is supposed have more ehp.....but they actually don't. Yes, they do. Amarr Assault: 460 eHP Caldari Assault: 430 eHP Gallente Assault: 430 eHP Minmatar Assault: 400 eHP All Gucci wrote:the amarr assault have 6.5% more health than gal/cal while suffering a 4.1% speed reduction in 3 diffrent speed traits. the amarr assault have 13% more health then the min while taking a 10 % speed reduction.....
the health difference seems right but the speed doesn't.... speed to health ratio wise either the min assault is too fast or has to much health or the amarr assault has to little hp...missing around 15, maybe lower or higher. .or bump up every assault but the min by 1% in every speed stat....so the speed difference follows the same rule. You claim that the Amarr Assault has to little HP for the speed that it looses, yet your math states that you receive +13% HP at the cost of only 10% Speed, meaning that you gain more health than you lose speed. Given how it's apparently your goal to make the Speed : HP ratios equal, wouldn't that mean the Amarr Assault would need either a speed or HP nerf ? Surely you thought this through before you posted your QQ thread, no? Here let me brake it down nice and simple for you little atiim... 460/4.0 (1% of Min health) = 115% take that number and now multiply by .0742 (1 of min speed ) = 8.533 meters per second !!!! If we amarr were following the same health/speed ratio, we would be running at 8.533 meters per second with 460 health... here I'll compare gal/cal to amarr 460/4.3 (1% Gal/Cal Health) =106.976 take that number and now multiply by .07 ( 1% Gal/Cal Speed ) = 7.488 meters per second!!! If we followed the Gal/Cal health/speed ratio we would be running at 7.488 meters per second with 460 health... Now lets check if my math is wrong since you assume you are so smart lol 460/4.6 (1% Amarr Health) = 100 Take that number and multiply by .0672 (1% of amarr Speed) = 6.72 Meters per second which sounds about right so sit down or do some research/thinking before you try to refute someone lmao
What's interesting is, assuming CCP already determined the cost of armor- speed-wise (see armor modules and speed penalties), we have not equal percentages (trade 15% Armor for 15% speed) to deal with, but the ratio CCP already applied for every suit and race modules-wise:
Min Assault 400 eHP (210 shield, 190 armor) vs. Amarr Assault's 460 eHP (-65 shield, +125 armor)
If we assume, the shield recharge delay for Min assault being better than Amarr's despite going with modules it should have been about 7% worse (65shield ~complex shield extender), isnt't it correct to assume, the surplus of armor on amarr side, module-wise normally penalized with ~4.6% on speed (sprint speed AND movement/strafe), should not be punished with a 10% sprint, strafe, movement speed nerf as it is right now?
Amarr being overly penalized for more armor, but minmatar not penalized for more shields, even benefitted does not seem right.
I can understand, if a shield oriented suit should have better shield related stats through the board like: - better shield HP with better recharge rate & depleted shield recharge timer - so why better sprint, movement and strafe speed I ask? - minmatar suits are built for versatility, which means they can be armor as well as shield fitted, which puts these suits a bit away from pure shield suits, more to armor suits: - why better sprint, movement and strafe speed than all the other race's suits I ask?
How come, the same reasoning does not apply to armor suits?: - better armor HP traded for worse than normal speed and worse than normal strafe and movement speed (normal = armor module speed penalties)
My proposal might sound odd at first, but it sounds the only fair thing to do to me:
[1] give all assault suits equal sprint, movement and strafe speeds as Gallente and Caldari have already, the same counts for all other roles: each race's scout is basically as fast as the other race's scout.
[2] let fitting slot allocation and modules alone decide over final suit speed and fighting style.
[3] if not [1] and [2], at least bring dropsuit speeds in relation to their armor difference based on penalties suffered from armor modules use.
By the love of the great One, big Baba Matumba, lord Almighty
Sky Wizard, please CCP, turn me true Amarr. finally...
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