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Vesta Opalus
Ostrakon Agency Gallente Federation
621
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Posted - 2015.04.17 19:49:00 -
[61] - Quote
IAmDuncanIdaho II wrote:Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote:... to clarify I'd like to see assaults generally hitting around 600-800 hp, which I think would end up being perfectly fine, scouts should be 300-500, commandos 700-900 or so, heavies 1100-1300 or so. I think the only one that doesnt fit into these numbers are assaults or bricked scouts (which would also be disallowed by diminishing returns and are ineffective anyway), so hurrah? I'd add Logis in there somewhere between Scouts and Assaults, perhaps 400-600 range. The scale makes sense to me, so long as 800HP guys aren't running around at comparable speeds as the 300HP guys. In other words, as HP inclines along the scale Mobility should decline. Increasing plate penalties/drawbacks might work, but we'd have to be careful not to upset intra-class racial balance, overpenalize heavy frames, or underpenalize Light Frames (no one wants another round of Assault Lite). I think it'd be safer to first swap Assault and Logi speeds, then tune HP modules should additional tuning be warranted. I dont think logis belong in the speed>hp continuum, and to a lesser extent commandos dont really fit directly into it either. Reason being they are balanced by other factors. Commandos (should) have a significant damage advantage over other classes when using light weapons, and Logis have massive force multipliers when using equipment effectively. Both of these factors push them outside a raw hp vs. speed scale. In addition scouts see kind of the same effect, since their real advantage is dampening and scanning, not necessarily speed. In fact if we're talking about raw hp/speed/killing power, assaults clearly dominate scouts across the board, since you can fit x2 kincats on any assault suit, have the same number of modules remaining as a scout has base, and still have significantly higher base HP, so scouts dont really belong either. This is why I dont like the hp v. speed scale, because while I agree some classes might need to be toned up or down, I dont agree that it should be a uniform rule across all classes. Logis are fine as is. They dont need speed buffs. Commandos are **** right now. Giving them more speed isnt going to fix it. Scouts are... I dont know, they might actually need another module slot or something. But just giving them more speed or more hp or nerfing assault speed or hp isnt going to make them compete with assaults in an interesting way (i.e. not competing directly, but having a niche to excel in anyway). I have to disagree with you regarding a scout's advantage is not in speed - it absolutely should be one of their strengths. They are the light class. They must play to their strengths, which should include mobility. The things I can do with a Minja at ~300HP and 10.38 m/s is absolutely a niche playstyle. I base my tactics around it.
Yes, but again minja's have the same OP stamina regen as the min assault, and the less well endowed scouts compete directly with min/cal/gal assault in terms of speed and stamina regen, which forces them to compete in EWAR instead since they just dont have enough slots to compete.
Im not sure if this is intended or not, and I definately think min assault needs its mobility nerfed (some say speed, I'd like to start with stamina, who knows), and amarr scout needs its mobility improved with a speed boost, and I think cal/gal scouts need stamina boosts. |
RedPencil
Random Gunz Rise Of Legion.
176
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Posted - 2015.04.17 20:09:00 -
[62] - Quote
I would say the short range Passive Scan need to be nerf. This is ridiculous, scout has to fit all low slot (2+ Comp Damp) to get under Assault radar which has no Precision mod but only skill LV5.
BTW, Assault that has base sprint speed greater than Amarr scout is nonsense.
Beware Paper cut M[;..;]M
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
2057
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Posted - 2015.04.17 20:23:00 -
[63] - Quote
True Adamance wrote:Sir Dukey wrote:Shamarskii Simon wrote:Assault assaulting? Head on 1v1? Hard fight for the lighter guy?
Idk man... Feels about right tbh.
....... Cal assault gets a nerf in that too... Yknow how sad it'll be? :(( Oh look, assaults are for assaulting right? Therefore assaults should be THE best beast mode assault machine to a point nobody comes even close. Okay. Scouts are for Scouting I guess? Explain me one thing, how does a scout get WP for scouting? Also, Assault suits are almost equal to scouts in EWAR capabilities while retaining twice as much HP. Seems like the only thing scouts have is a cloak which is also useless AF because snipers can get headshots on cloaked scouts from hundreds of meters away. Scan Stuff, Hack Stuff, Knife the occasional guy, set traps, yell **** at the assault to get their arses in gear and steal their kills. Pretty much how I'd do it.
And how is the better than assault? I can do all of that in an assault suit.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Adipem Nothi
Nos Nothi
8865
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Posted - 2015.04.17 21:06:00 -
[64] - Quote
Vesta Opalus wrote:... I definately think min assault needs its mobility nerfed (some say speed, I'd like to start with stamina, who knows) Just watched a MN Assault hop 50ft into the air literally 5x in a row, all the while spamming MD rounds. At maximum, he should get 2 of those ridiculous jumps before his stamina pool is completely drained. So yes, you're right, nerf MN Assault stamina pool. Also, reduce its base movement from 5.30 to 5.20 to normalize comparative speed progressions. Finally, swap Assault and Logi movement speeds.
Shoot scout with yes.
- Ripley Riley
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Francisco Walker
Molon Labe. General Tso's Alliance
2
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Posted - 2015.04.17 21:34:00 -
[65] - Quote
Adipem Nothi wrote:True Adamance wrote: NO MATH! I YIELD!
OK, without maths ... Medframe equips 1 complex precision enhancer. If he's an Assault, he now scans at 16dB out to 6 meters. If he's a Logi, he now scans at 16dB out to 8 meters. Say you're a Scout, and you want to backstab this guy without blipping on his and his entire squad's TacNet ... CA Scout - Impossible MN Scout - Impossible AM Scout - Needs 4 complex damps GA Scout - Needs 3 complex damps
I think the values your are using for Falloff Precision (Short, Medium, Long) (50%, 100%, 130%) respectively are incorrect.
I don't know where to find the correct values, but I am sure that the correct ones are (90%, 100%, 110%) respectively.
Thus, with max skills and 1 complex precision enhancer an Assault has 29.16 dB passive scan at short range. |
Cross Atu
OSG Planetary Operations Covert Intervention
4338
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Posted - 2015.04.17 21:53:00 -
[66] - Quote
Pokey Dravon wrote:Hmmmm I dunno. While this is entirely anecdotal, I find myself being killed by Scouts far more often than I do Assaults. The issue I seem to be encountering the most is wiggle wiggle strafing fits, namely scouts and Min Assaults. Other assaults seem to be fairly balanced against what I typically use which is the Commando. They're a bit on the strong side vs Commando, but that's more of a commando problem than Assault. I think based on the info I have the Min Assault is the stand out case here beyond the scouts or the other racial assaults. I could be wrong but AFAIK that was the case prior to the Myo change and has been even more the case after the Myo change (which with their slot layout is really no surprise once you think about it).
Could be a case much like the "slayer logi" of old, where the problems were addressed "with logi" while it was the Cal Logi bonus that was an issue. In this case the problem being seen is either "quick fits" or "jump fits" or "Assault fits" of which the Min Assault is a prime example in each case. Thus even if it is the only one actually breaking the curve it could give the impression of all of them having trouble spots (which I guess as long as it remains a poster child for each I suppose they technically may).
I'd be inclined to look at the Min Assault and what is impacting its use trends and move first from there before taking broader action.
0.02 ISK Cross
CPM 1 mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
8871
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Posted - 2015.04.17 21:54:00 -
[67] - Quote
Francisco Walker wrote:Adipem Nothi wrote:True Adamance wrote: NO MATH! I YIELD!
OK, without maths ... Medframe equips 1 complex precision enhancer. If he's an Assault, he now scans at 16dB out to 6 meters. If he's a Logi, he now scans at 16dB out to 8 meters. Say you're a Scout, and you want to backstab this guy without blipping on his and his entire squad's TacNet ... CA Scout - Impossible MN Scout - Impossible AM Scout - Needs 4 complex damps GA Scout - Needs 3 complex damps I think the values your are using for Falloff Precision (Short, Medium, Long) (50%, 100%, 130%) respectively are incorrect. I don't know where to find the correct values, but I am sure that the correct ones are (90%, 100%, 110%) respectively. Thus, with max skills and 1 complex precision enhancer an Assault has 29.16 dB passive scan at short range.
Negative!
41dB - Assault with max passives (mid range) 32dB - Assault with max passives, +1 complex precision enhancer (mid range) 16dB - Assault with max passives, +1 complex precision enhancer (short range)
Click the 1.10 Calculations tab for my maths: Google Doc
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8871
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Posted - 2015.04.17 21:57:00 -
[68] - Quote
Cross Atu wrote: I'd be inclined to look at the Min Assault and what is impacting its use trends and move first from there before taking broader action.
High HP + High Mobility = FoTM
Shoot scout with yes.
- Ripley Riley
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ToRgUe77
19
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Posted - 2015.04.17 23:52:00 -
[69] - Quote
if you're 1v1 an assault head on you're doing it wrong and should just give up. scouts aren't supposed to be able to take out assaults head on,that's why they are fast and sneaky. scouts are meant to out play they're foes not tank through damage. |
Adipem Nothi
Nos Nothi
8871
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Posted - 2015.04.18 00:01:00 -
[70] - Quote
ToRgUe77 wrote:if you're 1v1 an assault head on you're doing it wrong and should just give up. scouts aren't supposed to be able to take out assaults head on,that's why they are fast and sneaky. scouts are meant to out play they're foes not tank through damage. For the 3rd time. Let's say you're a Shotgun Scout and I'm an Assault. You flank me, you stalk me, you're ready strike. You sneak up from behind and ...
... if I'm running 1 Precision, I spot you behind me at 6m. I spin around and now we're in a "head on" fight. ... if I'm running KinCats, you shotgun me in the back. I sprint into a hop and now we're in a "head on" fight. ... if I'm running HP, you shotgun me in the back. I spin around and now we're in a "head on" fight. ... if I'm running Myofib, you shotgun me in the back. I hop out of your range and now we're in a "head on" fight. ... if you manage to hit me the req'd 2x to 3x and win, now you're in a "head on" fight with my squad.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8871
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Posted - 2015.04.18 00:04:00 -
[71] - Quote
Francisco Walker wrote:, but I am sure that the correct ones are (90%, 100%, 110%) respectively.
Where did you get numbers? When did they change from the original 50%, 100%, 130% outlined by Rattati in the Falloff documentation and Patch Notes?
https://forums.dust514.com/default.aspx?g=posts&m=2491888#post2491888 https://docs.google.com/spreadsheets/d/1j0uAKk-PtFUgV62QANDe0lJ02Ukc-jQuhcLdwhG4J1Q/edit#gid=18624413 http://dust514.com/news/2014/12/uprising-1.10-overview-patch-notes/
(I don't believe that any changes have been made to Falloff since its release in December.)
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Nos Nothi
9508
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Posted - 2015.04.18 00:49:00 -
[72] - Quote
Did a little research.
The numbers he is quoting are the original numbers from the original post on the subject here.
He is likely unaware that the numbers changed after that point, and the numbers in game are now different.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Adipem Nothi
Nos Nothi
8877
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Posted - 2015.04.18 00:53:00 -
[73] - Quote
Thx, OEK. True Adamance wasn't up-to-speed on scans either. I need to be more careful not to jump down people's throats when they claim that "everything is fine" or "scouts should be scouting". It is possible that many more folks out there are simply unaware that EWAR has changed, not to mention how hard the EWAR nerfs hit Scouts.
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Nos Nothi
9508
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Posted - 2015.04.18 00:57:00 -
[74] - Quote
Adipem Nothi wrote:Thx, OEK. True Adamance wasn't up-to-speed on scans either. I need to be more careful not to jump down people's throats when they claim that "everything is fine" or "scouts should be scouting". It is possible that many more folks out there are simply unaware that EWAR has changed, not to mention how hard the EWAR nerfs hit Scouts. Especially when so many people who at one point ran scouts never cared about the EWAR anyways. Those of us whose games revolved around it were hurt more than those that weren't.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Thokk Nightshade
Montana Militia
791
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Posted - 2015.04.18 01:00:00 -
[75] - Quote
Vesta Opalus wrote:
Commandos are **** right now. Giving them more speed isnt going to fix it.
.
Yep.. Agree 100%. I love some of the flexibility of Commando but when Assaults have the same HP and twice the speed, flexibility doesn't mean much.
Thokk Kill. Thokk Crush. Thokk Smash.
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Adipem Nothi
Nos Nothi
8877
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Posted - 2015.04.18 01:07:00 -
[76] - Quote
Thokk Nightshade wrote:Vesta Opalus wrote:
Commandos are **** right now. Giving them more speed isnt going to fix it.
.
Yep.. Agree 100%. I love some of the flexibility of Commando but when Assaults have the same HP and twice the speed, flexibility doesn't mean much. +1 Low Slot, all races all tiers (and enough PG/CPU to put something in it). Combine that with Assault mobility better reflecting their HP levels, and Commandos will very likely be balanced against Assaults.
Shoot scout with yes.
- Ripley Riley
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Francisco Walker
Molon Labe. General Tso's Alliance
2
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Posted - 2015.04.18 01:17:00 -
[77] - Quote
One Eyed King wrote:Did a little research. The numbers he is quoting are the original numbers from the original post on the subject here. He is likely unaware that the numbers changed after that point, and the numbers in game are now different.
1. I get the numbers form http://www.protofits.com/ (I believe it use the most recent values and it is very reliable) 2. I have a fitting with 2 complex precision enhancers (CPE) and it not scans things as you said. Very often I have been killed by scouts and it's just too late when I hear the sound of someone decloacking. 3. If it is really powerful as you said, there is no reason to use more than one CPE, and also there is no reason to use active scanners.
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Scheneighnay McBob
And the ButtPirates
6078
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Posted - 2015.04.18 01:32:00 -
[78] - Quote
I still scout and it feels fine.
Maybe you're using scouts wrong? Assaults are light fighters, scouts are more highly mobile support- harassing the enemy indirectly by hacking ****, squashing hidden uplinks, and hunting snipers/swarms.
If you get into a fight as a scout that doesn't involve you killing someone before they know what's going on, you're doing it wrong.
Some details can be ignored
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Adipem Nothi
Nos Nothi
8877
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Posted - 2015.04.18 01:34:00 -
[79] - Quote
Francisco Walker wrote:One Eyed King wrote:Did a little research. The numbers he is quoting are the original numbers from the original post on the subject here. He is likely unaware that the numbers changed after that point, and the numbers in game are now different. 1. I get the numbers form http://www.protofits.com/ (I believe it use the most recent values and it is very reliable) 2. I have a fitting with 2 complex precision enhancers (CPE) and it not scans things as you said. Very often I have been killed by scouts and it's just too late when I hear the sound of someone decloacking. 3. If it is really powerful as you said, there is no reason to use more than one CPE, and also there is no reason to use active scanners.
1. Looks like Protofits is wrong. I'll poke Cyrus to let him know.
2. No unit can beat your 13dB scans; the only explanation I can think of is that you either failed to notice the blip or TacNet failed to paint the blip to your HUD in a timely manner (perhaps due to latency).
3. Disagreed. Passives of Assault gk.0 +2 cPE are roughly equal to Scout gk.0 +1 cPE. Those are extremely good scans as far as passive scans go. But we're talking about extremely short ranges here. Prototype Active Scanners provide much higher quality recon than mid-range and long-range passives, especially if they're coming from a GalLogi.
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Nos Nothi
9510
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Posted - 2015.04.18 01:43:00 -
[80] - Quote
Scheneighnay McBob wrote:I still scout and it feels fine.
Maybe you're using scouts wrong? Assaults are light fighters, scouts are more highly mobile support- harassing the enemy indirectly by hacking ****, squashing hidden uplinks, and hunting snipers/swarms.
If you get into a fight as a scout that doesn't involve you killing someone before they know what's going on, you're doing it wrong. That is just it.
If you are chasing an Assault that happens to be only slightly less fast than you, while having 2 or 3 times the HP, you are going to pop up on their system and there is no way around it. They should be vulnerable, but they aren't because of their speed and the inner circle. They will know I am chasing them before I can reasonably be able to do something.
And then we are back to the face to face point again.
I don't want to be equal in a face to face encounter, but I don't want encounters fundamentally involving stealth and flanking turning into a face to face battle and having no counter to that.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Racro 01 Arifistan
Simple Minded People Pty. Ltd.
530
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Posted - 2015.04.18 01:56:00 -
[81] - Quote
profile damps are stronger in percentage bonus than precision enhancments.
if an assault fits one precsion enhancement. and your scout hasn't put any damps on its understandable that the assult can see you.
if iam right at max skills for precision and dampening an assault has 41/41. a compelx enhancement makes this 36/41.
if an assult is seeing you with this your DEFENTLY doing it wrong.
heres the gall scout at max skills running 1 precision and 2 damps. (complex)
gall scout 26/16. gall assault 32/41.
no way in hell even in cqc will the assult see the scout comeing. HOWEVER visually spoting the scout will always beat your radar(tacnet)
even if the assult was running 2 complex precisions and 3 complex damps.
27/20 I think it is. compared to the gall scout 26/16.
if anything the scouts.....minus the caldari (we all know about your hitbox) are in a good spot right now. if the caldari scouts hitbox was increased to the size of the gall everything would be fine.
Elite Gallenten Soldier
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Adipem Nothi
Nos Nothi
8884
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Posted - 2015.04.18 02:43:00 -
[82] - Quote
Racro 01 Arifistan wrote: Derp
Just in case you aren't trolling ...
If an Assault fits 1 cmp precision enhancer, he'll scan at 16dB out to 6m.
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8884
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Posted - 2015.04.18 02:47:00 -
[83] - Quote
Thanks a bunch for pointing this out, Francisco. Cyrus has updated protofits: https://forums.dust514.com/default.aspx?g=posts&m=2729965#post2729965
Shoot scout with yes.
- Ripley Riley
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One Eyed King
Nos Nothi
9515
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Posted - 2015.04.18 02:54:00 -
[84] - Quote
Racro 01 Arifistan wrote:profile damps are stronger in percentage bonus than precision enhancments.
if an assault fits one precsion enhancement. and your scout hasn't put any damps on its understandable that the assult can see you.
if iam right at max skills for precision and dampening an assault has 41/41. a compelx enhancement makes this 36/41.
if an assult is seeing you with this your DEFENTLY doing it wrong.
heres the gall scout at max skills running 1 precision and 2 damps. (complex)
gall scout 26/16. gall assault 32/41.
no way in hell even in cqc will the assult see the scout comeing. HOWEVER visually spoting the scout will always beat your radar(tacnet)
even if the assult was running 2 complex precisions and 3 complex damps.
27/20 I think it is. compared to the gall scout 26/16.
if anything the scouts.....minus the caldari (we all know about your hitbox) are in a good spot right now. if the caldari scouts hitbox was increased to the size of the gall everything would be fine. You aren't taking inner rings into account...
The lowest any Scout can get, is 13dB, which is a Gal Scout with max skills and 4 Complex Dampeners. Any Medium Frame only needs 2 Complex Enhancers to achieve inner circle precision of 13 dB.
This means that a Medium Frame has to sacrifice just half of the number of module slots, and can easily have 2 or 3 times the HP of the Scout, and in the case of Assaults, roughly the same speed.
And this is the MOST GENEROUS scenario for Scouts. Amarr, Minmatar, and Caldari don't have the same luxury, as they can't get below 15/16.
You can throw on a cloak, but that will require decloaking, which will leave you lit up for an entire second without being able to retaliate. At that point the cloak is not only useless, but a detriment.
If your assumptions were correct, that would be fine. And they are fine if you were talking pre circle EWAR, but we aren't.
There is zero ability to defeat inner ring scans, with limited sacrifices on behalf of Medium Frames despite significant sacrifices of scouts, on top of other inherent disadvantages.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Vesta Opalus
Ostrakon Agency Gallente Federation
625
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Posted - 2015.04.18 03:15:00 -
[85] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:... I definately think min assault needs its mobility nerfed (some say speed, I'd like to start with stamina, who knows) Just watched a 600HP MN Assault hop 50ft into the air literally 5x in a row. At maximum, he should get 2 of those ridiculous (4x myo) jumps before his stamina pool is completely drained. So yes, you're right, nerf MN Assault stamina pool. Also, reduce its base movement from 5.30 to 5.20 to normalize comparative speed progressions. Finally, swap Assault and Logi movement speeds.
Pretty sure nobody in any suit can jump more than 3 times in a row without stopping for a few seconds for stam regen, so Ill take your comments with a grain of salt.
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Adipem Nothi
Nos Nothi
8885
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Posted - 2015.04.18 03:34:00 -
[86] - Quote
Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote:... I definately think min assault needs its mobility nerfed (some say speed, I'd like to start with stamina, who knows) Just watched a 600HP MN Assault hop 50ft into the air literally 5x in a row. At maximum, he should get 2 of those ridiculous (4x myo) jumps before his stamina pool is completely drained. So yes, you're right, nerf MN Assault stamina pool. Also, reduce its base movement from 5.30 to 5.20 to normalize comparative speed progressions. Finally, swap Assault and Logi movement speeds. Pretty sure nobody in any suit can jump more than 3 times in a row without stopping for a few seconds for stam regen, so Ill take your comments with a grain of salt. Watched it with my own eyes, and I don't make stuff up. Jump. Fire mass driver. Land. Rinse/Repeat x5.
He was running an Assault mk.0. Might've been 3x myo-fibs, but I'm pretty sure he was running 4x given the height he was reaching and the damage he was doing to himself. No way to tell whether or not he was running a CardReg, but I'll be glad to test both with and without. I just respec'd out of MN Assault, so I can't reverse engineer his suit.
Closest thing I have is a 4x myo CalScout. Will test with and without CardRegs. I'm wondering if his stamina was partially recharging during his descents.
Shoot scout with yes.
- Ripley Riley
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Vyuru
Algintal Core Gallente Federation
122
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Posted - 2015.04.18 03:43:00 -
[87] - Quote
I dunno. I would like to see some changes, I am just not quite sure what I'd like to see.
For my particular play style, I think scouts tend to be fine, for the most part. I do have to sacrifice more than I would like on some scout suits for proto galogi scans, but that's currently my only major beef with scout suits.
I think I'd like to see some racial scout suits with suit specific bonuses. I know someone posted some good ideas awhile ago. I think it was a sidearm only scout with bonuses to cloaks and something else.
Like I said, dunno exactly. There are alot of things I think would be good ideas, but don't know if we'd see them (like allowing scouts to set up some sort of firewall on hackable objects to slow down enemy hackers, stuff like that)
EDIT
Just saw the above post:
Quote:Closest thing I have is a 4x myo CalScout. Will test with and without CardRegs. I'm wondering if his stamina was partially recharging during his descents.
I "think" what was happening was this:
Stamina does not regen during falling, I do know (and sometimes curse) this.
However, if while jumping, the more consecutive jumps you do, the more stamina will be drained for each jump. I want to say you can get roughly 3x or 4x consecutive jumps before your stamina is depleted. If I remember right, this is with or without a CardReg, but don't quote me on that part.
HOWEVER!
If you jump, take a step or two (basically wait like a half second to second) and then jump again, you only use the initial amount of stamina for the first jump, allowing you to get more jumps in.
That's what it sounds like he was doing at anyrate. Toss in a CardReg for fast stamina regen, I'd be willing to guess that he can make his stamina last a very long time with lots of jumps. |
Vesta Opalus
Ostrakon Agency Gallente Federation
625
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Posted - 2015.04.18 03:48:00 -
[88] - Quote
Adipem Nothi wrote:Vesta Opalus wrote:Adipem Nothi wrote:Vesta Opalus wrote:... I definately think min assault needs its mobility nerfed (some say speed, I'd like to start with stamina, who knows) Just watched a 600HP MN Assault hop 50ft into the air literally 5x in a row. At maximum, he should get 2 of those ridiculous (4x myo) jumps before his stamina pool is completely drained. So yes, you're right, nerf MN Assault stamina pool. Also, reduce its base movement from 5.30 to 5.20 to normalize comparative speed progressions. Finally, swap Assault and Logi movement speeds. Pretty sure nobody in any suit can jump more than 3 times in a row without stopping for a few seconds for stam regen, so Ill take your comments with a grain of salt. I don't make stuff up, friend. Watched it with my own eyes, and it was pretty obnoxious. Jump. Fire mass driver. Land. Rinse/Repeat x5. He may have paused briefly between bounds, but if he was, it was an extremely brief pause. He was running an Assault mk.0. Might've been 3x myo-fibs, but I'm pretty sure he was running 4x given the height he was reaching and the damage he was doing to himself. No way to tell whether or not he was running a CardReg, but I'll be glad to test both with and without. I just respec'd out of MN Assault, so I can't reverse engineer his exact suit. Closest thing I have is a 4x myo CalScout. Will test with and without CardRegs. (I'm wondering if his stamina was partially recharging during his descents.)
I dont think the stam regen mechanic works like that, pretty sure it pauses if you are jumping or falling regardless of how long it takes for you to hit ground. |
Adipem Nothi
Nos Nothi
8885
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Posted - 2015.04.18 03:51:00 -
[89] - Quote
4x myo CalScout w/0 cardreg: ~4 jumps before before stamina depletes; stamina recharge does not begin until landed.
4x myo CalScout w/1 cardreg: ~8 jumps before stamina depletes; stamina recharge does not begin until landed.
Conclusion: The jumping MN Assault was running a CardReg, and Vesta owes me an apology :-)
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
8885
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Posted - 2015.04.18 03:52:00 -
[90] - Quote
Vesta Opalus wrote: I dont think the stam regen mechanic works like that, pretty sure it pauses if you are jumping or falling regardless of how long it takes for you to hit ground.
Correct. This was my observation as well. Stamina began to regen shortly after landing.
Shoot scout with yes.
- Ripley Riley
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