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Kaeru Nayiri
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1
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Posted - 2015.05.26 21:43:00 -
[1] - Quote
I really like the logic here, and where it could lead. Lots of minor adjustments across the board, and even provide a bit of relief for the HEAVY in the process, which could gain a little speed and perhaps much needed base jump height. Brilliant.
My only concern: Shields.
I was beginning to like the idea that shields would also slow down suits a little bit, for the sake of making it impossible to brick tank your highs while kincat-ing the lows for the ideal Dual Tank. (Dual tanking in Dust's meta is not armor and shield, but rather, speed and brick, keep that in mind)
For those irked by the logic, Break'n explained it best, paraphrasing: It's not about the weight they add, but rather the atmosphere they have to displace when you try to move. Things in space do not have to worry about displacing any air, so shields in EVE don't cause movement penalties.
I would like to see shields offer similar penalties as Ferroscales do in your model. What do you think, Adipem?
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
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Posted - 2015.05.26 22:20:00 -
[2] - Quote
I am not 100% sold on the idea that highslot diversity has been achieved.
For some roles, myofibs are a fun alternative to shields, but everyone seems to default to a rack of shield extenders when they get serious. This is even more true for most medium frames. The only exception I can think of is damage mods for certain fits like snipers and swarm launchers.
I also think adding a speed penalty to shields is key to reigning in medium frames.
This is just my opinion and from my point of view, but I feel like right now there are two ways you can tank in Dust. I am not referring to shields and armor, but rather "brick" and speed.
The one suit that does both at the same time the best is the minmatar assault, this is no surprise. I think this is at the heart of the issue.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
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Posted - 2015.05.26 22:24:00 -
[3] - Quote
Sorry for the double post:
I realize your goal here is to attack low slot monotony, and that is a noble thing. Perhaps my suggestion is more geared towards hit detection issues and out of place, I apologize for that. I may be off topic..
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 22:37:00 -
[4] - Quote
Adipem Nothi wrote: [...] If Rattati buys in to an inverse Speed/HP model (which I believe he has), then this special case will likely be fixed when MN Assault speed is reduced.
If this actually happens, we both get exactly what we each suggested, as shields will also bring down speed a bit, which I think is necessary at this point.
Quote: Edit: I believe that Rattati intends to swap Assault and Logi base speeds.
This may alleviate some of the problems in the meanwhile, but I do hope for the Inverse Speed/HP model in the long run. One can only hope.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 22:54:00 -
[5] - Quote
I see what you mean, now, and that we're referring to different things.
The suits listed and ordered from tankiest to thinnest would also be slowest to fastest. It's true that after they swap logis and assaults we will be really close to this. This is good design, but I was thinking of something else.
I was referring to the inverse Speed/HP model where every single point of health(base and module) has an effect on your movement speed, as Rattati described many months ago. This would further give players the choice to run as tanky or fast as they choose to.
Perhaps it's just not low hanging fruit, but I feel like it's the right way.
Know what cannot be known.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.26 23:05:00 -
[6] - Quote
Absolutely agree.
Know what cannot be known.
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