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Posted - 2015.05.27 12:45:00 -
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Booby Tuesdays wrote:[quote=Celus Ivara] Giving Assaults two Light weapons would ideally fix tons of problems with the game, while also letting us push Logis into the speed & eHP territory they need to really fulfill their role as in-the-trenches support.
[Commandos below] Instead of 2 light weapons, what if Assaults received half the damage bonus as Commandos? 1% to racial light weapons per level?
Or a good time to update GA and CA Assault bonuses?
GA: Hipfire Dispersion ---> Rate of Fire CA: Reload Speed ---> Kick Reduction while ADS
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Posted - 2015.05.27 19:10:00 -
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Cross Atu wrote: Though the next step may be a look a their [Commando] racial skills because rather like the assaults they need some polish regardless. What do you mean by "polish" in this case, Cross, and what specifically do you have in mind?
I agree that CA and GA Assault bonuses need improvement, but I'm inclined to strongly disagree that Commando racial skills are lacking. Bonuses to damage and reload speed make the Minmando an exceptional Swarmer. The same can be said for the Calmando as a Sniper. What could possibly be of greater value to these units than +damage and +reload?
100% in favor adding increasing the Commando's slot count and fitting its mobility to the speed/eHP curve ... but I don't think that they're racial bonuses are lacking. What am I missing here?
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Posted - 2015.05.27 20:09:00 -
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Pokey Dravon wrote:So I guess for me I would say to all of the Assault players out there:
"Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?" Assuming eHP / Speed is implemented as described, spitballing ...
1) Wire all Assaults with a higher sprint multiplier than other frames (credit to Ripley Riley). Thinking short bursts of speed for moving from cover-to-cover or getting to the frontlines faster. This should be a "special property" unique to Assault frames.
Regular Sprint Multiplier (current ---> future) Assault Frame: mCharProp.movementSprint.groundSpeedScale = 1.4 GA/CA Assault Base Speed: 5 m/s ----> 4.6 m/s MN Assault Base Speed: 5.3 m/s ---> 4.8 m/s AM Assault Base Speed: 4.8 m/s ---> 4.3 m/s GA/CA Assault Sprint Speed: 7.35 m/s ---> 6.76 m/s MN Assault Sprint Speed: 7.79 m/s ---> 7.06 m/s AM Assault Sprint Speed: 7.06 m/s ---> 6.43 m/s
Special Sprint Multiplier (proposed) Assault Frame: mCharProp.movementSprint.groundSpeedScale = 1.5 GA/CA Assault Base Speed: 4.6 m/s MN Assault Base Speed: 4.8 m/s AM Assault Base Speed: 4.3 m/s GA/CA Assault Sprint Speed: 7.25 m/s MN Assault Sprint Speed: 7.56 m/s AM Assault Sprint Speed: 6.77 m/s
If my maths are correct, the MN Assault with this "special sprint multiplier" will sprint at a slightly lower speed (7.56 m/s) than the AM Scout and the future MN Logi (7.72 m/s). Kindly note that only sprint speeds are affected by this proposed "special multiplier" and that base movement speeds (and other speeds derived from base movement) remain exactly as Rattati has outlined on Page 1.
2) Improve Gal and Cal Assault bonuses. Ideas:
* Gal Assault: Replace bonus to dispersion with bonus to rate-of-fire * Cal Assault: Replace bonus to reload with bonus to kick while aiming-down-sights
Disclaimer: Part-Time Assault
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Posted - 2015.05.27 20:27:00 -
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One Eyed King wrote:My biggest concer would be HP comperable Scouts and Logis being faster than the HP comperable Assault.
I tried to make some judgement based upon the images but could not really do so.
I don't want to go back to the days of slayer scouts or slayer logis. Is there any data you could give comparing speeds of HP equivalent roles?
Did you see the "Bricked" chart?
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Posted - 2015.05.27 21:27:00 -
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Cross Atu wrote:Ripley Riley wrote:demens grimwulff wrote:On a second note... making sure all equipment slots are filled is almost useless, too...
Slayer logi with 3 or 4 compact nanohives? Make all equipment slots mandatory + increase CPU/PG fitting bonuses for logis + reduce CPU/PG for logis = plenty of CPU/PG for equipment but not much left for brick tanking and proto weaponry. Been advocating some version of this for months now. Granted some of whether this is viable comes down to the numbers, but I support the general concept. Those logi currently running with full slots shouldn't have their fittings constrained further but taking steps to prevent "equipment free" fittings seems very worth while. Would this put undue strain on early career Logis? Thinking about Cloak and early career Scouts; they usually can't fit it until Level 4. And cloak isn't as instrumental to Scouting as EQ is to Logi'ing.
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Posted - 2015.05.27 21:39:00 -
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One Eyed King wrote: My biggest concern as stated above somewhere is speed penalties to plates not being significant enough on Scouts and Logis. We don't need either to be better at slaying than Assaults.
Agreed. Sometime back (HF Delta?) Rattati implemented an armor-plate strafe penalty specifically targeting Scouts. If this is possible, then it stands to reason that greater/lesser penalties could be assigned by frame type.
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Posted - 2015.05.28 01:34:00 -
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True Adamance wrote: It appears that you still have no presented a reason why the logi needs to be 'faster' than the assault
No two factors affect survivability more than HP and Speed. Where both are low, we find underpowered units. Where both are high, we find overpowered units. Where one is low, and the other is high we find balanced units (all else held constant). It stands to reason that a tradeoff should exist between these two survivability factors.
Out-of-the-box, a Logi has 200HP less than its Assault counterpart. This alone is sufficient reason, in my opinion, for them to be faster than Assaults.
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Posted - 2015.05.28 01:55:00 -
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DeathwindRising wrote: Then why were the "killer bees" a problem? The had more hp than assaults and were slower, which exactly what they're going back to.
Will a Logi built to slay truly have more HP than an Assault built to slay? If so, how? Their base HP are separated by a 200HP spread.
Not to mention, fitting restrictions and recovery rates.
It'd be nice if we could get Cyrus to wire up protofits for test builds!
Edit: The last thing I want to see is a return of Slayer Scouts or Slayer Logis. If this is even a remote possibility, I'd fully support implementing harsher plate penalties for one or both classes. I believe this can be done, as it's been done before with Scouts and armor-plate strafe penalty.
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Posted - 2015.05.28 02:00:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote:True Adamance wrote: It appears that you still have no presented a reason why the logi needs to be 'faster' than the assault
No two factors affect survivability more than HP and Speed. Where both are low, we find underpowered units. Where both are high, we find overpowered units. Where one is low, and the other is high we find balanced units (all else held constant). It stands to reason that a tradeoff should exist between these two survivability factors. Out-of-the-box, a Logi has 200HP less than its Assault counterpart. This alone is sufficient reason, in my opinion, for them to be faster than Assaults. People like to forget that to achieve Min Assault level HP on a Min Logi, I have to sacrifice every one of my slots to tank. Where as a Min Assault can have one extender, one energizer, damage mod, plate, kincat, and shield reg or dampener. I have equipment, but I'm slow and only have 30 more HP than a suit made for killing me, after sacrificing all my slots just to be able to take a punch.
Am I understanding correctly that if you fit your MN Logi to behave like a MN Assault, you end 30 more HP than a MN Assault without any modules equipped?
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Posted - 2015.05.28 02:15:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote:Adipem Nothi wrote:True Adamance wrote: It appears that you still have no presented a reason why the logi needs to be 'faster' than the assault
No two factors affect survivability more than HP and Speed. Where both are low, we find underpowered units. Where both are high, we find overpowered units. Where one is low, and the other is high we find balanced units (all else held constant). It stands to reason that a tradeoff should exist between these two survivability factors. Out-of-the-box, a Logi has 200HP less than its Assault counterpart. This alone is sufficient reason, in my opinion, for them to be faster than Assaults. People like to forget that to achieve Min Assault level HP on a Min Logi, I have to sacrifice every one of my slots to tank. Where as a Min Assault can have one extender, one energizer, damage mod, plate, kincat, and shield reg or dampener. I have equipment, but I'm slow and only have 30 more HP than a suit made for killing me, after sacrificing all my slots just to be able to take a punch. Am I understanding correctly that if you fit your MN Logi to behave like a MN Assault, you end 30 more HP than a MN Assault without any modules equipped? All modules fitted, all equipment fitted. Min Logi ends up with 21 more HP. Min Assault using 6 different modules, Min Logi using 2 (all shield and armor). The HP gap would be 0 if I didn't use a basic armor plate, and used another ferro or reactive plate. By different, you mean not-HP related?
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Posted - 2015.05.28 02:32:00 -
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DeathwindRising wrote:Adipem Nothi wrote:DeathwindRising wrote: Then why were the "killer bees" a problem? The had more hp than assaults and were slower, which exactly what they're going back to.
Will a Logi built to slay truly have more HP than an Assault built to slay? If so, how? Their base HP are separated by a 200HP spread. Not to mention, fitting restrictions and recovery rates. It'd be nice if we could get Cyrus to wire up protofits for test builds!
Edit: The last thing I want to see is a return of Slayer Scouts or Slayer Logis. If this is even a remote possibility, I'd fully support implementing harsher plate penalties for one or both classes. I believe this can be done, as it's been done before with Scouts and armor-plate strafe penalty. The cal logi has an extra low slot and pg mods have been moved to high slots. Stack armor then supplement with shield extenders for a bricked dual tank. So it may be possible to just brick it
Understood. Ignoring speed for now, I'm getting:
Logi ck.0 HS: Cmp Shield (x4), Basic PG LS: Cmp Ferro (x4) PW: Pro Rail GR: Basic Flux EQ: Pro Hive, Empty, Empty 958 HP (515/443), 0 free CPU, 7 free PG
Assault ck.0 HS: Cmp Shield (x4), Cmp PG LS: Cmp Ferro (x3) PW: Pro Rail SW: Adv Bolt GR: Basic Flux EQ: Pro Hive 1058 HP (617/441), 52 free CPU, 1 free PG
I completely agree that at the HP spread between these units is too close, especially if the Logi were to be made substantially faster than the Assault:
Logi - 5 m/s movement, 7.35 sprint Assault - 4.6 m/s movement, 6.76 sprint
^ Assuming values from Page 1
Cross, Pokey, Booby?
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Posted - 2015.05.28 02:58:00 -
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Cross Atu wrote:Adipem Nothi wrote: Logi ck.0 958 HP (515/443), 0 free CPU, 7 free PG
Assault ck.0 1058 HP (617/441), 52 free CPU, 1 free PG
I completely agree that the HP spread between these units is too close, especially if the Logi is substantially faster than the Assault.
Ideas, Cross? This is part of why I advocate the Cal logi getting a 4th equipment slot and losing that extra Low Slot. It is also why despite my usual inclinations I would actually support a requirement that logi fill their equipment slots. Between the two I think we'll see a different profile. (Note, compact hives play a bit of havoc with this but they likely need toned down anyway so assume for current fittings that only one compact hive can be used to fill an EQ slot when filling all required slots. To make it easy to use current proto fits just fill the three slots present, leave the one Low Power slot empty and make sure there is enough remaining fitting to accommodate a compact hive thus simulating that 4th equipment slot). If we swap the CalLogi's extra Low Slot for one EQ we're still at 875 HP. That's ~20% less HP than the Assault, and the Logi will be ~9% faster (assuming speeds on Page 1). As a point of reference, scout base mobility is presently ~8% removed from Assault base mobility at a base HP spread of > 200%.
Still seems too close to me. Logis aren't my field though. What am I missing?
I may be misreading, but Rattati also mentions here normalizing fitting capacity to help the CalLogi.
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Posted - 2015.05.28 03:06:00 -
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Booby Tuesdays wrote: Remember, the Cal Logi was the only slayer logi, as it had the bonus to shield extender modules ...
At risk of derailment, I seem to recall running into packs of Nyain San running GalLogi immediately after the CalLogi was nerfed.
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Posted - 2015.05.28 03:35:00 -
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Booby Tuesdays wrote: Your base HP spread for Scouts is with no modules fitted, yes? If so, then the same can be said for Logis. They have a roughly 70% HP spread, and this is across the same sized suit (medium frame).
Not exactly. I was comparing the HP/Speed tradeoff (-20% / +9%) of the specific case outlined above (tanky assault ck.0 vs tanky logi ck.0) to the HP/Speed tradeoff of naked Scout to naked Assault (-215% / +9%). In both cases, the units are similarly fit. Moot point; Rattati answered the question.
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Posted - 2015.05.28 03:36:00 -
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True Adamance wrote:CCP Rattati wrote:
Making Assault sprint faster is a very smart idea. Maybe reducing Logi stamina as well.
This I can get behind. Though you'd have to be careful so that it doesn't "bleed over", as Adipem puts it, into the scout role. I believe a Sprint Multiplier change for Assaults from 1.4 to 1.5 would be safe, as the AM Scout's base sprint would be higher than the MN Assault's base sprint.
All credit to Ripley Riley for this idea: https://forums.dust514.com/default.aspx?g=posts&m=2773122#post2773122
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Posted - 2015.05.28 03:43:00 -
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Cross Atu wrote: Honestly I'm not sure applying a simple % Delta change is the most accurate way to approach this ...
Agree 110% ... I was only using those values as a point-of-reference. An in-context, all-else-assumed-equal, potentially ill-thought point-of-reference.
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Posted - 2015.05.28 04:01:00 -
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Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which ... mobility crossing into Scout territory.
http://www.protofits.com/fittings/shared/1192/11893
^ 850HP at ~9 m/s sprint.
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Posted - 2015.05.28 04:18:00 -
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Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
http://www.protofits.com/fittings/shared/1192/11893^ Roughly 850HP at almost 9 m/s sprint. It isn't as overt a case as the MN Assault, but this is definitely Assault HP moving at Scout Speeds. That fit is all over the place lmfao, did you make that just so you could say it was possible for a Gallente Assault to border Scout turf? That fit is just awful. First of all, having Shield Extenders on a Gallente Assault is just dumb no matter what. Sure, you get 340 Shield HP but it's going to take you 24 - 28.5 seconds to fully recover that amount, of which it's going to be stopped -every time you take a bullet and every time you twist your ankle wrong on a 2m fall. Precision Enhancer is about damn pointless when it's only good for finding anything besides Heavies at your limited 15m range. Plus, you have an Active Scanner, so the precision enhancer should be replaced. Armor repair rate is abyssmal and with the hybridized Ferroscale/Vanilla plate combo you're unnecessarily taking mobility loss when you could have just used Reactives. With that low of repair rate and the split-tank you'll likely spend more time recovering than actually fighting and the window for said recovery is so extensive that anyone who came along would put you in the dirt. Too much risk in that. And the Kin-Cats don't offer any benefit at all apart from your shotgun because sprinting has little to no application in combat outside of getting within Nova Knife/Shotgun range. Of which, there are much better suits/roles. EVEN IF you want to dispute what I've said here - it's not a competitive fit, because if it were, you'd see it being used more often. I'll start taking your advice on shotgun loadouts the moment you kill me with a shotgun loadout :-)
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Posted - 2015.05.28 04:23:00 -
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Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:You're doing it wrong I'll heed your counsel on shotgun loadouts the moment you kill me with a shotgun loadout :-) PS: You missed the point. Assaults other than Minmatar can cross into Scout mobility territory. Anyone can cross into Scout mobility turf if that's all you focus on. Doesn't mean it's going to be competitive or in any way viable.
Does it work both ways? Can a Scout cross into Assault HP territory and maintain 9 m/s sprint?
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Posted - 2015.05.28 04:28:00 -
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All I'm doing is challenging your claim, Aeon:
Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
This claim is false. If the MN Assault were magically removed from play, do you think all would be well and balanced?
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Posted - 2015.05.28 04:40:00 -
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Aeon Amadi wrote:your argument has -absolutely nothing to do- with Assault speed GA Assaults are 6% slower than MN Assaults. They're only slightly slower than your "problem child" unit. Remove the problem child MN Assault, and I believe that GA Assault will take its place.
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Posted - 2015.05.28 04:53:00 -
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Cat Merc wrote:Adipem Nothi wrote:Aeon Amadi wrote:In either case, your argument has -absolutely nothing to do- with Assault speed GA Assaults are 6% slower than MN Assaults. They're only slightly slower than your "problem child" unit. Remove the problem child MN Assault, and I believe that GA Assault will take its place. 6% speed, infinitely better stamina (larger pool AND extremely fast regen), hidden 5% hacking modifier, they all add up. You also forget that the 6% difference grows when both put a kin cat on due to math. And one can use that speed better than the other because stamina. If you think the 6% extra speed is: A. Small B. The only thing giving Min advantages You're just plain wrong. I'm not going to enter this argument beyond this, but this is just dumb.
5.30 m/s - MN Assault base movement 5.00 m/s - GA Assault base movement Difference: 6%
9.73 m/s - MN Assault + 2 KinCats 9.18 m/s - GA Assault + 2 KinCats Difference: 6%
(because maths)
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Posted - 2015.05.28 04:56:00 -
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Cat Merc wrote: You also forget that the 6% difference grows when both put a kin cat on due to math.
5.30 m/s - MN Assault base movement 5.00 m/s - GA Assault base movement Difference: 6%
9.73 m/s - MN Assault + 2 KinCats 9.18 m/s - GA Assault + 2 KinCats Difference: 6%
(because maths)
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Posted - 2015.05.28 05:09:00 -
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Aeon Amadi wrote: Than **** it. Nerf the Assaults, watch how well that works out for you guys ...
Aeon almost has a point. The vast majority of the playerbase are running Assault at the moment. If we nerf their favorite suits, we might lose some of them, even if it is warranted and even it brings about better balance.
I'd suggest softening the blow by rolling out better "gank" racial bonuses for Gal Assault and Cal Assault alongside potential mobility changes.
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Posted - 2015.05.28 05:31:00 -
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Adipem Nothi wrote: I'd suggest softening the blow by rolling out better "gank" racial bonuses for Gal Assault and Cal Assault alongside potential mobility changes.
Edit: And/Or the 1.4 ---> 1.5 assault sprint multiplier
(my two cents)
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Posted - 2015.05.28 12:40:00 -
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CCP Rattati wrote: Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x
I may be misunderstanding what you mean by "normal" above. The base movement figures on Page 1 do not appear to be +/- 10% ... is the new proposal as follows?
Assault - 10% current base movement w/ sprint multiplier of 1.5
Logi +10% current base movement w/ sprint multiplier of 1.3
* I ask because ^ this would leave the MN Logi with faster base movement (5.50 m/s) than the current MN Assault (5.30) as well as the AM, GA and CA Scouts (5.25, 5.45, 5.45).
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Posted - 2015.05.28 13:05:00 -
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Aeon Amadi wrote: Just because it's not a direct counter doesn't mean that the two aren't going to interact in some way. If I'm understanding the latest iteration correctly, Assaults will have more HP than Logis, they'll sprint faster than Logis , and they have more room for high-end weaponry (and tank) than Logis.
Are we seeing this the same way?
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Posted - 2015.05.28 13:07:00 -
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Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? I was hoping that 'bit of overlap would be corrected.
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Posted - 2015.05.28 13:23:00 -
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Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added.
Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x
^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed for Assaults to maintain current sprint speeds at a 1.5 multiplier.
:: tinkers with spreadsheet ::
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Posted - 2015.05.28 13:43:00 -
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Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added. Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x ^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed to maintain current sprint speeds at a 1.5 multiplier. :: tinkers with spreadsheet :: I was under the impression this just refers to the sprint modifier. This quote from Rattati: Medium (Logistics and Assault) Speed changes as in OP Sprint changes, Logis from 1.4 to 1.3 modifier, means they have the same sprint speed as they do now Assault from 1.4 to 1.5, means they retain current sprintI thought still stands, meaning sprint speeds won't change (except from Min assaults). I could be wrong. I haven't checked that page 1 assault speed x 1.5 = current sprint speed. Maybe the post you quoted changes things don't know.
Google Doc
By my math, the first iteration (Page 1 Graph) has less potential for overlap issues than the following iterations. I understand that we're working more with concepts than hard numbers at this time ...
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Posted - 2015.05.28 14:15:00 -
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CCP Rattati wrote:Adipem Nothi wrote: :: tinkers with spreadsheet ::
Don't spend too much time on the numbers until you have more data from me ... Understood. Here's what I have so far (just updated):
Google Doc
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Posted - 2015.05.28 15:34:00 -
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Sleepy Shadow wrote:Adipem Nothi wrote:The vast majority of the playerbase are running Assault at the moment. If we nerf their favorite suits, we might lose some of them, even if it is warranted and even it brings about better balance. IGÇÖm really sorry but this doesnGÇÖt make any sense. It makes perfect sense to me. There are players who feel that imbalance can be justified. So long as imbalance is working in their favor, they are satisfied. When balance is thrust upon them, they get angry. This is most often observed with pilots (not all, but many).
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Posted - 2015.05.28 15:44:00 -
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CCP Rattati wrote: I have taken things into account from here, and am pretty sure I will reduce assault speed much less, maybe 0.3 instead of 0.5 and also increase stamina and sprint modifier. Put together a [possibly over-simplified] top-end progression:
> Google Doc <
* Fits the eHP / Speed curve * Incorporates Ripley's sprint multipliers * Minimizes impact on Assault Sprint Speed * Maintains a fixed, intra-class racial speed gap * Satisfies goal of increasing Logi base movement * Satisfies goal of decreasing Assault base movement * Stacks the progression as closely as possible without class overlap
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Posted - 2015.05.28 15:55:00 -
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Booby Tuesdays wrote:This actually nerfs Logi sprint speed? Por que?
As I understand it, it is a desired parameter to keep Assault sprint speed higher than Logi sprint speed. Let me see if I can tweak the sprint multiplier a 'bit ...
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Posted - 2015.05.28 16:01:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote:This actually nerfs Logi sprint speed? Por que? As I understand it, it is a desired parameter to keep Assault sprint speed higher than Logi sprint speed. Let me see if I can tweak the sprint multiplier a 'bit ... Buff the proposed movement by .05 and put the multiplier at 1.4. Still slower sprint than Assault. You could even buff proposed Assault movement by .05 as well? How does it look now?
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Posted - 2015.05.28 16:17:00 -
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Varoth Drac wrote:How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing.
Sheet added! Instances of overlap highlighted. The MN Assault is still a 'bit too fast ... ends up with higher sprint than present. Could dial back sprint from 1.5, but then GA/CA/AM Assault sprint speed would take a hit.
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Posted - 2015.05.28 16:18:00 -
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Booby Tuesdays wrote:Varoth Drac wrote: How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing.
This, and buffing Logi up by .05, not down by .05? Wouldn't we still have instances of overlap? Please clarify ...
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Posted - 2015.05.28 16:26:00 -
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Aeon Amadi wrote: I'll take an EHP hit but I like the movement speed where it's at. Wouldn't this require a slot count reduction?
* Also, Assault base movement is only 5% to 8% removed from Scout base movement. Tough to build a speed / hp curve around such a tight spread.
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Posted - 2015.05.28 16:36:00 -
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Sleepy Shadow wrote:[Why do you need to nerf the assaults?
A Speed / HP curve cannot exist without tuning Assault HP or Assault Speed. If Assault HP potential were dramatically reduced, they'd have a far tougher time assaulting positions defended by Heavies.
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Posted - 2015.05.28 16:38:00 -
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Varoth Drac wrote: Why do all your sprint speeds have an extra 5% multiplier?
I interpreted Rattati's latest comment to suggest +0.5 logi speed, - 0.3 assaults speed, not +/- 0.3.
Looking at the OP, Min assault speeds should be an equal amount higher than Amarr speeds are lower. So 4.9 rather than 5.
There's a 1% per level passive upgrade to sprint speed afford by the Biotics skill (or perhaps the KinCat skill ... it's been awhile don't recall offhand).
I'll add a +0.5 Logi, -0.3 assault sheet.
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Posted - 2015.05.28 16:44:00 -
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Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: Why do all your sprint speeds have an extra 5% multiplier?
I interpreted Rattati's latest comment to suggest +0.5 logi speed, - 0.3 assaults speed, not +/- 0.3.
Looking at the OP, Min assault speeds should be an equal amount higher than Amarr speeds are lower. So 4.9 rather than 5.
There's a 1% per level passive upgrade to sprint speed afford by the Biotics skill (or perhaps the KinCat skill ... it's been awhile don't recall offhand). I'll add a +0.5 Logi, -0.3 assault sheet. Ah! Forgot about that. Please add the Min assault speed difference correction from the OP as well
At +0.5 Logi, the MN Logi pushes well into Scout movement territory. In my opinion, we need to be careful with high base movements ... this MN Logi would be a better at wiggle weaving than today's MN Assault.
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Posted - 2015.05.28 17:05:00 -
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Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: Why do all your sprint speeds have an extra 5% multiplier?
I interpreted Rattati's latest comment to suggest +0.5 logi speed, - 0.3 assaults speed, not +/- 0.3.
Looking at the OP, Min assault speeds should be an equal amount higher than Amarr speeds are lower. So 4.9 rather than 5.
There's a 1% per level passive upgrade to sprint speed afford by the Biotics skill (or perhaps the KinCat skill ... it's been awhile don't recall offhand). I'll add a +0.5 Logi, -0.3 assault sheet. I think I'm being an idiot! The OP has a logi speed buff of about 0.3 not 0.5. So you were right the first time. Sorry I doubted the spreadsheeting! Added a sheet with Rattati's Graph values for easier side-by-side comparison.
> Google Doc <
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Posted - 2015.05.28 17:17:00 -
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Booby Tuesdays wrote: Also, what does a straight swap of current movement speeds between Logis and Assaults, plus using the 1.55 mod for Assaults, and 1.4 for Logis?
Added.
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Posted - 2015.05.28 17:51:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote: Also, what does a straight swap of current movement speeds between Logis and Assaults, plus using the 1.55 mod for Assaults, and 1.4 for Logis?
Added. Interesting... The sweet spot may be 1.35 for Logis, and 1.5 for Assaults, keeping the movement speed swap. Tweaked the sheet: Google Doc
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Posted - 2015.05.28 17:52:00 -
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Cyrus Grevare wrote:On the process of adding temporary items to protofits.com ... \o/
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Posted - 2015.05.28 18:19:00 -
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Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote: Also, what does a straight swap of current movement speeds between Logis and Assaults, plus using the 1.55 mod for Assaults, and 1.4 for Logis?
Added. Interesting... The sweet spot may be 1.35 for Logis, and 1.5 for Assaults, keeping the movement speed swap. Tweaked the sheet: Google Doc Tweak Min Assault to 4.95 base and I think you have a bingo. Looks pretty good. Don't like that the MN Assault is faster than the AM Scout, but it is an improvement upon the present.
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Posted - 2015.05.28 18:22:00 -
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Sleepy Shadow wrote:Adipem Nothi wrote:Sleepy Shadow wrote:[Why do you need to nerf the assaults?
A Speed / HP curve cannot exist without tuning Assault HP or Assault Speed. If Assault HP potential were dramatically reduced, they'd have a far tougher time assaulting positions defended by Heavies. You didn't answer my (main) question or address any of my points, in this post or the one before. Well done. I donGÇÖt care about your speed curve, I care about the roles in this game and their interaction with each other. Gimping the assault just so it fits on your pretty graph is not a good enough reason to nerf it. Your question has been answered a dozen times in this thread alone. I'll try to answer it again ... differently.
No two factors influence survivability by greater degree than Speed and HP. I think we can all agree on this point. A system which enforces a tradeoff between these two factors will be more balanced than a system which does not.
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Posted - 2015.05.28 18:34:00 -
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Varoth Drac wrote:Adipem Nothi wrote:Booby Tuesdays wrote:Tweak Min Assault to 4.95 base and I think you have a bingo. Google Doc Tweaked! Looks pretty good. Personally, don't like that the MN Assault is a faster sprinter than the AM Scout, but your model looks good. Looks good. To doubters, Gallente assault movement speed would still be significantly quicker than a commando. Sprint speed would be the same as now, and plenty faster than a logi. Changed name of model to "Booby's Model". Sprint speed would actually be slightly faster for all Assaults:
MN - 7.80 (up from 7.79) GA - 7.40 (up from 7.35) CA - 7.40 (up from 7.35) AM - 7.09 (up from 7.06)
@ Booby This is your model, but I think we should reduce MN Logi base movement from 5.30. 5.30 is the current MN Assault's base movement. Rattati's original model (Page 1) has it at 5.25 (tied with AM Scout). My two cents.
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Posted - 2015.05.28 19:03:00 -
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Baal Omniscient wrote:Adipem Nothi wrote:Sleepy Shadow wrote:Adipem Nothi wrote:Sleepy Shadow wrote:[Why do you need to nerf the assaults?
A Speed / HP curve cannot exist without tuning Assault HP or Assault Speed. If Assault HP potential were dramatically reduced, they'd have a far tougher time assaulting positions defended by Heavies. You didn't answer my (main) question or address any of my points, in this post or the one before. Well done. I donGÇÖt care about your speed curve, I care about the roles in this game and their interaction with each other. Gimping the assault just so it fits on your pretty graph is not a good enough reason to nerf it. Your question has been answered a dozen times; I'll try to answer it again ... differently. No two factors influence survivability by greater degree than Speed and HP. I think we can all agree on this point. A system which enforces a tradeoff between these two factors will be more balanced than a system which does not. Except for hitbox. If hitbox size were a bigger survivability factor than speed or HP, then Scout and Light Frame kill/spawn efficiency would be at the top of the pile rather than the bottom. Right?
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Posted - 2015.05.28 19:12:00 -
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Baal Omniscient wrote:Buff the other stuff .... If Assaults were held constant and all else balanced around them, then we'd have to buff Scout HP potential or Speed. This isn't a popular idea, and it shouldn't be. Buffing Scout movement or sprint speed would very likely cause hit detection issues. Buffing Scout HP (or adding to its slot count) could bring about another round of 1.8 Assault Lite.
In my opinion, balancing Scouts around High Mobility, High HP Assaults would cause more problems than it would solve.
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Posted - 2015.05.28 19:17:00 -
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Baal Omniscient wrote:Adipem Nothi wrote: If hitbox size were a bigger survivability factor than speed or HP, then Scout and Light Frame kill/spawn efficiency would be at the top of the pile rather than the bottom. Right?
Except for when they were, right? Yes, before the High Speed / High HP Min Assault was FoTM High Speed / High HP Scouts were FoTM. Assault Lite shouldn't be allowed to happen again, and a system which appropriately enforces a tradeoff between Speed and HP will prevent it from happening again.
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Posted - 2015.05.28 19:25:00 -
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Baal Omniscient wrote:Adipem Nothi wrote:Baal Omniscient wrote:Buff the other stuff .... If Assaults were held constant and all else balanced around them, then we'd have to buff Scout HP potential or Speed. This isn't a popular idea, and it shouldn't be. Buffing Scout movement or sprint speed would very likely cause hit detection issues. Buffing Scout HP (or adding to its slot count) could bring about another round of 1.8 Assault Lite. In my opinion, balancing Scouts around High Mobility, High HP Assaults would cause more problems than it would solve. But eHp isn't on the table, it's speed. I wouldn't mind assaults having LOGI health if their speed remained. I'll say it again: Not taking damage trumps having more damage to take.
How well would Assaults will substantially less HP hold up against HMG Heavies?
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Posted - 2015.05.28 19:41:00 -
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hails8n wrote:Adipem Nothi wrote:Baal Omniscient wrote:Adipem Nothi wrote: If hitbox size were a bigger survivability factor than speed or HP, then Scout and Light Frame kill/spawn efficiency would be at the top of the pile rather than the bottom. Right?
Except for when they were, right? Correct. Before the High Speed / High HP Min Assaults were FoTM, High Speed / High HP Scouts were FoTM. There's a pattern here. Assault Lite shouldn't be allowed to happen again, and a system which appropriately enforces a tradeoff between Speed and HP would prevent it from happening again. No one -- especially Scouts -- wants to see a return of Scout 514. Yeah, but thats what dust is about. Heavy snipers, fast assaults, fast heavies, tanked scouts. To the extent that they are not imbalanced, absolutely! The contention here is that Fast Assaults aren't balanced.
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Posted - 2015.05.28 20:06:00 -
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Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi.
Will put together some numbers later today
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Posted - 2015.05.28 20:15:00 -
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Baal Omniscient wrote:hails8n wrote: The only fast assault is the min assault. It was always supposed to border between being a scout and an assault.Just like amarr scouts border between being a scout and an assault. I think the real problem was when alll minmatar suits got an hp buff, the min assault was balanced to me back then at least after the slot layout increase. I'd rather have its hp nerfed over speed, because speed is what min assaults are all about, but when an 800 hp suit is running at you at 9 meters per sec, whats the point of owning a scout then. So id be debating on an hp Nerf.
Beat me to it, so...... This ^ Min Assault is the fastest assault but it isn't the only fast assault. Click back a few pages for a 900 HP, 9 m/s GalAssault loadout. If we deleted MInAssaults, these would be the next best high-speed, high-hp units.
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Posted - 2015.05.28 20:52:00 -
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True Adamance wrote: No a one uses speed reducing HP modules.
Speed > Armour I suspect that usage rates will indicate otherwise. According to thang.dk, all forms of Armor are very popular at the moment and they have been for quite some time. Basic and Enhanced Plates always make the Top 10, and they usually outsell Reactive and Ferro.
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Posted - 2015.05.28 21:19:00 -
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Baal Omniscient wrote:Adipem Nothi wrote:Baal Omniscient wrote:hails8n wrote: The only fast assault is the min assault. It was always supposed to border between being a scout and an assault.Just like amarr scouts border between being a scout and an assault. I think the real problem was when alll minmatar suits got an hp buff, the min assault was balanced to me back then at least after the slot layout increase. I'd rather have its hp nerfed over speed, because speed is what min assaults are all about, but when an 800 hp suit is running at you at 9 meters per sec, whats the point of owning a scout then. So id be debating on an hp Nerf.
Beat me to it, so...... This ^ Min Assault is the fastest assault but it isn't the only fast assault. Click back a few pages for a 900 HP, 9 m/s GalAssault loadout. If we deleted MInAssaults, these would be the next best high-speed, high-hp units. High speed high hp suicide suits don't really matter when you are talking about survivability. Sure it can run 9m/sec for a bout few seconds, then wait twice as long to run again. If damaged at any point, waiting almost 12 seconds for shields to start coming back at measly 20 HP/sec is laughable. Not to mention that armour repair... Why even add plates if it takes you 3.5 MINUTES to get back? The only good thing about this suit is that if you manage your stamina properly, don't get scanned and manage to get close, your suit has a shotgun bonus. Beyond that though this is a suicide suit. Slayer suits are self sustaining and built around a playstyle the suit itself is made for and that suit is a blatant attempt at showing off certain stats possible while ignoring it's glaring failures. It's easily scanned, even passively, it's got not got nearly enough stamina or stamina recovery to accentuate it's speed (which is why the Minmatar suit works so well) and it has no means of properly healing it's health in a meaningful way. So in short, your example is sorely lacking. You show it's possible to have a decent speed with ok eHp, but you also show at the same time how bad you are at fitting suits. And I don't mean that mockingly, I sincerely mean that it would take intentional effort to make a suit less survivable than this. 9 m/s is decent speed? 900 HP is "ok" HP?
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Posted - 2015.05.29 02:56:00 -
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Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today
Added Worksheet: Spero's Concept
> Google Doc <
In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier to better fit the conceptual Speed/HP tradeoff model. Logis maintain current movement speeds and an increased sprint multiplier to better fit the conceptual Speed/HP tradeoff model.
Friendly Reminder: Figures prepared for spitballing purposes only.
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Posted - 2015.05.29 04:22:00 -
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Aeon Amadi wrote:... the cautious approach.
Correct me where I'm wrong:
Movement * Nerf MN Assault base movement speed. * Buff Logi base movement speed. * Buff Commando base movement speed.
HP Potential * Nerf Assault base HP. * Buff Commando slot count.
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Posted - 2015.05.29 04:23:00 -
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Aeon Amadi wrote:Adipem Nothi wrote:Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today Added Worksheet: Spero's Concept > Google Doc < In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier. Logis maintain current movement speeds and an increased sprint multiplier. Friendly Reminder: Figures prepared for spitballing purposes only. .....? I said the exact same thing and you guys said that it was guarantee'd slayer Logis. Maybe I should just get Kain to speak for me from now on?
Honestly, I only read a small percentage of what people write if they're throwing a fit. Usually the first line of each paragraph. If you recommended this, I missed it. What I mostly saw was "Nerf MN Assault, but don't touch my Gal Assault".
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Posted - 2015.05.29 04:28:00 -
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Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it.
But now that you're head is clear ... may I ask?
Adipem Nothi wrote:Aeon Amadi wrote:... the cautious approach.
Correct me where I'm wrong: Movement* Nerf MN Assault base movement speed. * Buff Logi base movement speed. * Buff Commando base movement speed. HP Potential* Nerf Assault base HP. * Buff Commando slot count.
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Posted - 2015.05.29 04:34:00 -
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Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it. But now that your head is clear ... may I ask? Ask what?
In your response to Cross, you say "take the cautious approach" ... please elaborate. What do you have in mind?
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Posted - 2015.05.29 04:49:00 -
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Added "Not Aeon's Idea": > Google Doc <
* Decrease Assault base HP by 25% * Decrease MN Assault base movement from 5.3 to 5.2 * Set Logi base movement / sprint = Assault base movement / sprint
Spitballing, of course. What do you think?
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Posted - 2015.05.29 05:21:00 -
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Adipem Nothi wrote:Added "Not Aeon's Idea": > Google Doc < * Decrease Assault base HP by 25% * Decrease MN Assault base movement from 5.3 to 5.2 * Set Logi base movement / sprint = Assault base movement / sprint Spitballing, of course. What do you think?
Tweaked the Idea above to better fit the curve ...
* Assault Base HP: -25% * MN Assault Base Movement: 5.30 ---> 5.00 (-5.7%) * GA Assault Base Movement: 5.00 ---> 4.85 (-3%) * CA Assault Base Movement: 5.00 ---> 4.85 (-3%) * AM Assault Base Movement: 4.80 ---> 4.70 (-2.1%) * MN Logi Base Movement: 5.00 ---> 5.20 (+4%) * GA Logi Base Movement: 4.70 ---> 5.00 (+6.4%) * CA Logi Base Movement: 4.70 ---> 5.00 (+6.4%) * AM Logi Base Movement: 4.55 ---> 4.80 (+5.5%) * No changes to Sprint Multipliers
Assumptions Armor/Shield Regen: Assault > Logi > Scout Stamina Pool: Scout > Assault > Logi Stamina Regen: Scout > Assault > Logi
Thoughts?
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Posted - 2015.05.29 05:32:00 -
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Kaeru Nayiri wrote:Adipem, I have to commend you on all the work you're doing making these models for each argument. Thank you.
Concerning the most recent edition, what about a bricked out version? 25% less HP on base stats is only so much. In the end if we still have break-dancing assaults that have 60 less eHP it will all be for nothing. Thanks!
Looks like Cyrus is making some headway over at protofits. I think we'll be able to stress test these concepts more effectively (and meaningfully) once his sandbox is ready for us. Meanwhile, my goal is to outline very broad, basic frameworks to illustrate the various approaches proposed so far ... lots of fundamentally different opinions on "how to" :-)
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Posted - 2015.05.29 13:16:00 -
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Cross Atu wrote:Is there some way in which I have misapplied the conceptual aspects here? Possibly, yes, but only it relates to your point system illustration. If each characteristic were equally weighted against the next, and all characteristics were being tallied for simultaneous evaluation, then an equal-point distribution system would make alot of sense. But all characteristics do not share a 1:1 relationship, the ability to enhance characterstics do not share a 1:1 relationship, and not all characteristics are being simultaneously evaluated. (Hope that makes sense ... if not, I can reword).
Observation At the most fundamental level, the attributes which affect survivability by greatest degree are Base Movement and Base HP. Units which are able to simultaneously achieve high values of both become FoTM. It isn't just about mobility or MN Scouts would be FoTM; it isn't just about HP or AM Sentinels would be FoTM. Speed is indeed more heavily weighted than HP, but FoTM still requires high values of both. If a tradeoff model between HP and Speed existed, units would be less readily able to achieve high values of both.
Opinion In my personal opinion, we should move forward with a tradeoff model between the primary attributes Base Movement and Base HP. As Rattati has suggested, doing so would give us a solid, rational foundation to work from. As needed, we can tweak whatever other secondary attributes are on the table (i.e. sprint multipliers, stamina stats, regen stats, etc) to safeguard against role bleed. We don't want another round of Logis or Scouts out-assaulting Assaults, so Assaults very well may end up with more "points" in secondary attributes than Logis and Scouts. In my opinion, this is absolutely OK.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.05.29 13:23:00 -
[67] - Quote
Tesfa Alem wrote:
Joking aside not directly they dont. Indirectly, simply by not equiping plates and biotics to level 5 means you can wiggle wiggle alot better than than most players.
If your wiggling involves sprinting, then you have a point. But to the best of my knowledge, no passive skill or module increases base movement speed. And strafe speed is derived directly from base movement speed.
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Posted - 2015.05.29 13:34:00 -
[68] - Quote
CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying "I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
I believe you're correct. Though it is worth pointing out that not all assaults are of like mind; as I understand it, Ripley Riley's thinking is the polar opposite of the thinking above.
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Posted - 2015.05.29 18:23:00 -
[69] - Quote
I'm with you, Cross. Thanks for the clarification. o7
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Posted - 2015.05.30 01:16:00 -
[70] - Quote
Added charts!
> Google Doc <
:: tinkers with spreadsheet ::
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Posted - 2015.05.30 01:55:00 -
[71] - Quote
Thokk Nightshade wrote:This is related but takes a bit of a different spin on the whole Logi/Assault speed issue; give them the same base speed. Give Assaults better stamina but less sprint speed and Logis better sprint speed but lower stamina. An Assault needs to be able to run for extended periods of time, move around, and engage targets. Logis need to be able to sprint across openings (I.e. short distances) to get to a teammate who is downed/injured/ammoless to assist them. If base speed is standardized and we simply adjusted the sprint/stamina, it would fit in with the requirements of each role.
With everything else going like Rattati suggested on the thread, would this be a valid compromise for people? The assaults with be able to run a bit farther but for short distances they will not be as fast as the logis and slower than the scouts.
Added "Thokk's Model" ... started with a sprint multipliers of 1.3 for Assaults and 1.4 for Logis. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
Personal Opinion: Logis sprinting faster than Scouts is potentially problematic. (my two cents)
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Posted - 2015.05.30 02:09:00 -
[72] - Quote
MINA Longstrike wrote:Just want to chime in: I haven't actually looked at your numbers adipem, but I'd really be in favor of logi's having (comparatively) lower sprint speeds, in exchange for faster walk speeds. While using an active piece of equipment like a rep tool, logi's can have major issues trying to keep up with a sentinel they're repping if the sentinel decides to sprint at all.
I also do think that assault walk speeds should be lowered, in exchange for (slightly) faster sprint speeds, as this helps address issues with wigglewiggle destroying hit detection.
Sounds alot like Ripley's Model ... is that what you had in mind?
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Posted - 2015.05.30 02:42:00 -
[73] - Quote
RedBleach LeSanglant wrote: MOOOAAAR HP - TANK LOGIS!!! Sounds like a blast, put me right next to my Amarr Sentinel brother. Logi's become slow logi stations and not a character that can follow the squad. Interesting... but I don't know how fun it would be until we tried it.
Added "Red's Model" ... current speeds maintained, a substantial increase to base HP would be required to fit Logis to the curve. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
Personal Opinion: A different approach, but it definitely fit the curve :-)
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Posted - 2015.05.30 02:51:00 -
[74] - Quote
Thokk Nightshade wrote:Adipem Nothi wrote:Added "Thokk's Model" ... this page is all yours, so let me know if you'd like to tweak any of the values. If we want to tone it down just a touch so Logis CAN'T get into Scout territory unless the Scout is fully brick tanked, I'd be OK with that too. Thokk's Model Tuned ...
Logi Sprint Multiplier: 1.5 ---> 1.45 MN Logi Base Movement: 5.30 ---> 5.20 AM Logi Base Movement: 4.80 ---> 4.85
Let me know if there's anything else you'd like to tweak.
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Posted - 2015.05.30 04:06:00 -
[75] - Quote
Aeon Amadi wrote: ... I'm cool with this EHP/Speed curve
... A dedicated middle-ground slayer after these changes (situated above the 4.5m/s margin)
... why, again, we can't just bring Logi's up to par with Assaults and just hit Assault's EHP, keeping them both at the same speed.
Added "Aeon's Model?". Attempted to fit the curve as best I could using the parameters above. Decreased base HP by 20% and minimized impact on movement speed, keeping it above the 4.5 margin. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
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Posted - 2015.05.30 04:25:00 -
[76] - Quote
Heimdallr69 wrote:I've been one since mordu's through the ups and downs and now we are buffing other suits and nerfing assaults so I was thinking why not just remove assaults and combine them with mandos..scouts will have speed followed by logis mandos heavies...No more high ehp speed suits, I think this would add more diversity as people would then need to use scouts for speed and mandos for slaying..I was against this but now I believe it might be the best solution, scouts = low hp but fast, logis low hp speed at current assaults, mandos slower than logis but faster than heavies..thoughts? Added "Heim's Model". Bridged the gap by adding HP to Logis and increasing Commando speed. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
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Posted - 2015.05.30 12:03:00 -
[77] - Quote
Varoth Drac wrote:Thanks for the spreadsheets Adipem. Regarding "my" model, I wasn't stating what I personally think should happen, but what Rattati suggested he might do to tweak his original proposal, based on feedback. So really this an approximate Rattati's latest proposal. Though it wasn't formal, and was likely to change. Still, it's the latest word. Except I believe Min assault speeds are a little higher on the sheet than his design.
Excellent point. Renamed that sheet from "Varoth's Model" to "Rattati's +/- 0.3 Model".
Varoth Drac wrote: If I was going to design a proposal, I'd go with this:
Reduce Assault hp by 50 (half as much reduction as Aeon's tab). Or maybe only around 30? Reduce speed by about 0.3, which should get them onto the curve. Give assaults a bonus to movement speed, 1% per level. At level 5 this should give them speeds almost equal to what they have now. Increase logi and commando speeds as per Rattati's proposal.
Speed and hp together is now the assault suit's defining speciality. They fit the curve, but are bonused to break it. Allowing them to be light weapon, frontal attack slayers, but unlike commandos, they rely on speed more than brute strength and high defence. Scouts will be faster, and logis will be almost as fast, but neither have the hp, fitting, or bonuses to beat assaults at frontal assault.
Keep sprint and strafe multiplyers what they are now. Tweak stamina so it makes sense. Maybe tweak Min assault speed or hp a bit.
The speed hp curve will be good. Assaults have a role defined by their bonus. Assaults as a whole will suffer a small nerf, which hopefully will balance them when compared to scouts and sentinels. (Though cloaks probably still need fixing for true balance).
Added "Varoth's Model"
* Assault Base HP: -50 * MN Assault Movement: -0.35 + 5% * Other Assault Movement: -0.3 + 5% * Logi Movement: Set to Rattati Prototype * Commando Movement: Set to Rattati Prototype * Sprint Multipliers held constant (1.4)
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Posted - 2015.05.30 13:36:00 -
[78] - Quote
Haerr wrote: I would prefer it if the slowest race of the slowest role of a frame size is as quick as the fastest race of the fastest role of frame size:
Numbers!
,,Baseline, Frame,Light,5.35, Frame,Medium,4.75, Frame,Heavy,4.15, ,,, Role,Fast,0.15, Role,Medium,0, Role,Slow,-0.15, ,,, Race,Fast,0.15, Race,Medium,0, Race,Slow,-0.15, ,,, Frame,Role,Race, Light,Fast,Fast,5.65 Light,Fast,Normal,5.5 Light,Fast,Slow,5.35 Light,Normal,Fast,5.5 Light,Normal,Normal,5.35 Light,Normal,Slow,5.2 Light,Slow,Fast,5.35 Light,Slow,Normal,5.2 Light,Slow,Slow,5.05 Medium,Fast,Fast,5.05 Medium,Fast,Normal,4.9 Medium,Fast,Slow,4.75 Medium,Normal,Fast,4.9 Medium,Normal,Normal,4.75 Medium,Normal,Slow,4.6 Medium,Slow,Fast,4.75 Medium,Slow,Normal,4.6 Medium,Slow,Slow,4.45 Heavy,Fast,Fast,4.45 Heavy,Fast,Normal,4.3 Heavy,Fast,Slow,4.15 Heavy,Normal,Fast,4.3 Heavy,Normal,Normal,4.15 Heavy,Normal,Slow,4 Heavy,Slow,Fast,4.15 Heavy,Slow,Normal,4 Heavy,Slow,Slow,3.85
Scout: 2 EQ (Light, Fast) Light Frame: 2 EQ (Light, Normal) Pilot: (Light, Slow)
Assault: 1 EQ (Medium, Fast) Medium Frame: 2 EQ (Medium, Normal) Logistics: 4 EQ (Medium, Slow)
Commando: 1 EQ (Heavy, Fast) Heavy Frame: 0 EQ (Heavy, Normal) Sentinel: 0 EQ (Heavy, Slow)
I also think that changing the sprint/strafe/backwards modifiers for a few specific suits is a reallly bad idea.
Added "Haerr's Model"
* Basic Med and Basic Light staggered to the right of the progression, so this chart can be compared against those of like type.
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Posted - 2015.05.30 17:38:00 -
[79] - Quote
New Charts!!!
* Added Scatter Plot for Speed / Max HP * Added Scatter Plot Speed / Max Ferro HP
> Google Doc <
:: tinkers w/spreadsheet ::
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Posted - 2015.05.30 19:33:00 -
[80] - Quote
Oswald Rehnquist wrote:Since its only ehp speed that is on the curve, the other stats are up for grabs are they not? I mean there is a lot to play around here. My thoughts exactly. Nail down the speed / HP model, then tune other stats as needed to ensure that roles remain distinct.
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Posted - 2015.05.30 20:24:00 -
[81] - Quote
Leither Yiltron wrote:If assaults need to give up a slot to be "viable" in terms of speed, then assaults' utility vs logi's have to be evaluated with one less low slot attributed to assaults. Not arguing against the merit of your concern, but any number of if/then's could be brought up here. Scouts need to run damps, so X. Heavies need to run plates, so Y. None of these arguments detract from Rattati's points on Page 1. Ultimately, if Logis (or Scouts, or Commandos) are out-assaulting Assaults, then other attributes can be tuned until said overlap is corrected.
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Posted - 2015.05.31 10:02:00 -
[82] - Quote
>Google Doc<
Each model now includes base movement and sprint charts for the following loadout scenarios:
* Base HP (No Shields, No Plates) * Max Ferro HP (Max Shields, Max Ferro Plates) * Max HP (Max Shields, Max Complex Plates)
Additionally, R-¦ values are now displayed for each speed/hp curve!
Regression Summary
Overall (Sum of R-¦) 93.4% - Rattati's Prototype (5.602) 93.3% - Aeon's? (5.6) 93.2% - Heim's (5.594) 93.2% - Adipem's (5.59) 92.3% - Red's (5.536) 91.5% - Haerr's (5.49) 91.4% - Varoth's (5.482) 87.8% - Ripley's (5.269) 87.2% - Booby's (5.229) 87.1% - Spero's (5.224) 86.3% - Thokk's (5.178) 84.5% - Rattati's +/- 0.3 (5.068) 76.4% - Current (4.582)
Base HP (R-¦ Movement, R-¦ Sprint) 96.9% - Heim's (0.969,0.969) 96.3% - Red's (0.963,0.963) 95.1% - Adipem's (0.951,0.951) 94.7% - Varoth's (0.947,0.947) 93.7% - Aeon's? (0.937,0.937) 93.1% - Rattati's Prototype (0.931,0.931) 93% - Thokk's (0.93,0.93) 91.6% - Haerr's (0.916,0.916) 91.35% - Booby's (0.949,0.878) 90.65% - Ripley's (0.949,0.864) 90.1% - Spero's (0.851,0.951) 87.95% - Rattati's +/- 0.3 (0.95,0.809) 82.5% - Current (0.825,0.825)
Max Ferro HP (R-¦ Movement, R-¦ Sprint) 95.3% - Rattati's Prototype (0.953,0.953) 95.1% - Aeon's? (0.951,0.951) 93.3% - Adipem's (0.933,0.933) 92.9% - Haerr's (0.929,0.929) 92.1% - Heim's (0.921,0.921) 90.7% - Varoth's (0.907,0.907) 90.2% - Red's (0.902,0.902) 87.6% - Ripley's (0.938,0.814) 86.7% - Spero's (0.802,0.932) 85.95% - Booby's (0.919,0.8) 83.85% - Rattati's +/- 0.3 (0.918,0.759) 83.2% - Thokk's (0.832,0.832) 74.2% - Current (0.742,0.742)
Max HP (R-¦ Movement, R-¦ Sprint) 91.7% - Rattati's Prototype (0.917,0.917) 91.2% - Aeon's? (0.912,0.912) 91.1% - Adipem's (0.911,0.911) 90.7% - Heim's (0.907,0.907) 90.3% - Red's (0.903,0.903) 90% - Haerr's (0.9,0.9) 88.7% - Varoth's (0.887,0.887) 85.2% - Ripley's (0.913,0.791) 84.4% - Spero's (0.778,0.91) 84.15% - Booby's (0.898,0.785) 82.7% - Thokk's (0.827,0.827) 81.6% - Rattati's +/- 0.3 (0.898,0.734) 72.4% - Current (0.724,0.724)
Note: Max Ferro and Max HP curves assumes each Commando receives +1 low slot.
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Posted - 2015.05.31 16:29:00 -
[83] - Quote
Cross Atu wrote: 1. How hard would it be to break strafe speed out into its own category? 2. Thanks for building and maintaining all these sheets o7
1. Strafe Speed is a constant at 0.9 movement. If added to these graphs, strafe values for each scenario would appear directly below the movement values (mirroring them perfectly). To answer your question, not hard. But arguably not necessary, unless you have variable values in mind you'd like to see modeled.
2. NP! (I'm having a blast).
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Posted - 2015.05.31 16:51:00 -
[84] - Quote
Heimdallr69 wrote:Adipem you running for cpm? No chance, Heim. Wife and I have our first kid on the way (due September).
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Posted - 2015.05.31 21:24:00 -
[85] - Quote
KAGEHOSHI Horned Wolf wrote:I'd like to say that I am fine with the proposed plan of nerfing assault base speed while keeping the sprint and strafe speeds he safe (as Rattati stated he wanted to do). I might hate it when its out, but I'm willing to at least give it a try. I could be mistaken, but I don't believe that Rattati has proposed this as an option. All suits presently have a universal 1.4 sprint multiplier and a universal 0.9 strafe multiplier. If Assault base movement is decreased, both of these multipliers would have to be increased for Assaults to maintain their current strafe and sprint speeds. As I understand it, this is technically possible, but I don't believe that it has been proposed.
What exactly would it accomplish?
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Posted - 2015.05.31 21:35:00 -
[86] - Quote
Cross Atu wrote: Would love input on the subject of how an actionable modifier value could be reached, and of course from the various method authors about what - if any - changes they would like to see to their method should a strafe modifier shift be instituted game wide.
My two cents: Best not to tweak too many mechanics at once.
As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks may compound which will make any necessary troubleshooting/tuning more difficult.
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Posted - 2015.06.01 01:31:00 -
[87] - Quote
Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: Would love input on the subject of how an actionable modifier value could be reached, and of course from the various method authors about what - if any - changes they would like to see to their method should a strafe modifier shift be instituted game wide.
My two cents: Definitely up for tweaking mechanics, but it might be best to tweak one at a time. As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks could compound, making troubleshooting and finetuning more difficult. Totally in support of iterative balance changes. That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game. I agree with your reasoning, but I still have a few reservations ...
1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame?
2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process.
3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing.
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Posted - 2015.06.01 08:06:00 -
[88] - Quote
Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: Totally in support of iterative balance changes.
That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game.
Completely agree with your reasoning, but I still have a few reservations ... 1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame? 2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process. 3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing. My two cents, of course :-) I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were. I'd personally approach it the other way around. Let's take the case of the MN Assault, for example ...
Say we start by reducing the strafe multiplier until the MN Assault is beyond wiggle range. Its movement speed to hitpoint ratio will remain unchanged. Its position in relation to the speed/hp curve will remain unchanged. If we later fit all suits to a speed/hp curve, MN Assault movement speed would very likely be reduced, even though its wiggling is no longer at issue.
If, on the other had, we begin by fitting all suits to a speed/hp curve, MN Assault movement speed would very likely be reduced, and it would become less good at wiggling. If a strafe adjustment from 0.9 is still needed, it will likely be a lesser adjustment than the one needed in the previous scenario.
TL;DR: If my thinking is correct, the speed/hp curve would not be shifted by tweaking the strafe multiplier. Further, we'd likely get away with a lesser adjustment to the strafe multiplier if we begin by first drawing the extremes in closer to the curve.
(spitballing here ... hope this makes sense)
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Posted - 2015.06.01 12:40:00 -
[89] - Quote
Varoth Drac wrote:There is another potential solution to nerfing assault speed/hp.
Set the speed / hp curve (line) to run through current assault values and current sentinel value.
Buff the hp / speed of other classes up to the line. Most likely resulting in buffing scout base hp, as hit detection doesn't like them being faster than they are now, and buffing commando movement, to stop them overlapping with sentinels.
Now, this would obviously make scouts OP. So the next thing to do is normalise other stats and define gains and sacrifices, such as EWAR and slots.
So, for example. Give all suits equal shield and armour regen, stamina, stamina regen, EWAR and module slots (maintaining variation between races).
Now, trade scout mod slots for EWAR, stamina and the cloak / extra equipment slot. Trade logi sidearm and stamina for equipment. Keep assault and logi EWAR as it is now. Trade commando grenade, EWAR and mod slots for two light weapon slots. Trade sentinel EWAR, mod slots and stamina for heavy weapons.
Keep current bonuses.
Net result: All suits on hp / speed curve. Assaults stay the same. Scouts gain hp, loose regen. Commandos and logis gain speed and regen. Sentinels gain regen.
Only potential issue I see, would be OP logis. Perhaps they could make another trade. Maybe regen.
Added Model: Varoth's 2nd
Parameters: * Hold Assault and Heavy speed and hp constant. * Fit Logis, Scouts and Commandos to the curve. * Do not increase Scout speed.
Note: Not sure whether or not you intended to alter slot count; please advise. Let me know if you'd like to see any other tweaks.
My two cents: Ignoring all else, the first thing that comes to mind is that we're moving several units into what is likely wiggle's optimal bounds, the speed:hp ratio presently occupied by the MN Assault.
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Posted - 2015.06.01 12:47:00 -
[90] - Quote
Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: Would love input on the subject of how an actionable modifier value could be reached, and of course from the various method authors about what - if any - changes they would like to see to their method should a strafe modifier shift be instituted game wide.
My two cents: Definitely up for tweaking mechanics, but it might be best to tweak one at a time. As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks could compound, making troubleshooting and finetuning more difficult. Totally in support of iterative balance changes. That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game. Completely agree with your reasoning, but I still have a few reservations ... 1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame? 2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process. 3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing. My two cents, of course :-) I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were.
Came up with a different perspective after giving this more thought last night. What if Max Survivability was not a function of Speed to HP, but was rather a more specific function of Strafe Speed to HP? Further, what if there were a "sweet spot" on the grid, a datapoint at and beyond which wiggle is optimized?
Putting together another spreadsheet as we speak ...
:: tinkering ::
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Posted - 2015.06.01 13:00:00 -
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Note: Fixed error in "Current Model".
Incorrect State: In all models (including "Current Model"), Commando Max Ferro and Max HP plots assumed +1 Low Slot.
Corrected State: In all models except "Current Model", Commando Max Ferro and Max HP plots assumed +1 Low Slot. "Current Model" is intended to exactly portray the present state of play.
Results: Model "Current" - R-¦ Base Hitpoints / Speed - Unchanged Model "Current" - R-¦ Max HP w/Ferro / Speed - 0.742 ---> 0.667 Model "Current" - R-¦ Max HP / Speed - 0.724 ---> 0.586
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Posted - 2015.06.01 15:34:00 -
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Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote: Completely agree with your reasoning, but I still have a few reservations ...
1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame?
2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process.
3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing.
My two cents, of course :-)
I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were. Came up with a different perspective after giving this more thought last night. What if Max Survivability was not a function of Speed to HP, but was rather a more specific function of Strafe Speed to HP? Further, what if there were a "sweet spot" on the grid, a point beyond which wiggle works best? Putting together another spreadsheet as we speak ... :: tinkering ::
Assumption: There exists a wiggle "sweet spot" ... a ratio of Strafe Speed to HP beyond which returns optimal wiggle and/or strafe performance.
* Units at or beyond this point tend to be hardest to hit * Units at or beyond this point are sufficiently durable to withstand getting hit * Units at or beyond this point make for the best slayer platforms * Units at or beyond this point have the potential to become OP/FoTM
New Google Doc!
Let's start by looking at past and present FoTM. Under "Current (0.9)" we find the MN Assault with base hitpoints of 500 and 4.77 m/s strafe speed. As this unit is presently the best wiggler and OP/FoTM, we can assume the wiggle "sweet spot" is located somewhere around it. To be safe, we'll pick the bounds of 500HP and 4.50 m/s strafe. If these bounds are correct, the chart on the right of "Current (0.9)" shows all units with the potential to be become great wigglers. There we find 8 units, including present OP/FoTM (today's Assaults), as well as past OP/FoTM (uparmored Scouts).
Now let's look at "Rattati's Prototype (0.9)". We've effectively fit all units to a speed/hp curve. The chart on the right, however, still shows that we have 7 units in range of the wiggle "sweet spot". All else held constant, these units arguably have the potential to be become great wigglers.
TL;DR: If these assumptions are true, you may be onto to something, Cross. If we rolled out a reduction to strafe speed first, we might avoid a slayer migration.
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Posted - 2015.06.02 11:50:00 -
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Kaeru Nayiri wrote:As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection. Completely agree.
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Posted - 2015.06.02 12:58:00 -
[94] - Quote
Kaeru Nayiri wrote:As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection. Completely agree. Though I'm not sold on a specific multiplier ...
One more graph Google Doc: Strafe Speed Multipliers
Plots strafe speeds at multipliers 0.9x (present) through 0.6x (chromosome). Includes two "baselines" for point of reference. The upper baseline is current MN Assault strafe speed; the lower baseline is current MN Sentinel strafe speed. A few observations ...
* At a strafe multiplier of 0.85, tomorrow's MN Assault (4.51 m/s) would strafe at roughly the same speed as today's MN Logi (4.5 m/s).
* At a strafe multiplier of 0.8, tomorrow's MN Assault (4.24 m/s) would strafe at roughly the same speed as today's GA/CA Logi (4.23 m/s).
* At a strafe multiplier of 0.7, tomorrow's MN Assault (3.71 m/s) would strafe only slightly faster than today's MN Sentinel (3.65 m/s).
* If we implemented Chromosome's sprint multiplier of 0.6, tomorrow's MN Assault (3.18 m/s)would strafe more slowly than today's AM Sentinel (3.29 m/s).
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Posted - 2015.06.02 14:18:00 -
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deathwind wrote:
these are without plates yes?
excellent
Correct. These are base values; speeds would be unchanged w/ferroscale.
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Posted - 2015.06.02 19:15:00 -
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Operating on gut feel here, but -33% at 0.6x seems too steep and too sudden a drop to me, Cross. Isn't 0.5x the unnaturally sluggish backpedal speed in merc quarters?
If my understand is correct, this multiplier can be set via sever-side hotfix. Even if we ultimately ended up with a very low multiplier, wouldn't it be better to iterate in that direction and monitor effects, rather than jump straight all at once to what might be too much? Just to be safe?
Please note that I'm no friend of wiggle; I've complained about it as much as anyone. I'm simply concerned about potential over correction and unintended consequence.
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Posted - 2015.06.02 20:07:00 -
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Leither Yiltron wrote:So here's a data crunch I did in an attempt to answer Pokey's question about creating a unified "mobility" statistic that is a composite of the individual core speed statistics: Speed, sprint speed, strafe speed, stamina pool, and stamina regen. I applied a modification of the process that the National Research Council used to derive their rankings of PhD programs in the United States. It is detailed fairly thoroughly here: http://phds.org/about/ranges . The short-and-sweet explanation is this: Methods(1) Data for each role+race combination in the game was collected in the categories of speed, sprint speed, strafe speed, stamina pool, and stamina regeneration (2) The data was normalized so that the average value of each of the above 5 statistics across the different suits is 0, and its standard deviation is 1. http://www.inside-r.org/r-doc/base/scale . This scaling procedure allows data which may be measured in different units to be compared on a direct, numerical scale in a more appropriate way. (3) 1000 simulated rankings were generated. To rank the suits, a weighting factor for each of the 5 suits was uniformly randomly selected. Essentially this step assigns importance to each of these categories randomly. Each suit gets a composite score which is the sum its statistics multiplied by the statistics' weighting factor. That is: Composite = stat_1 * weight_1 + stat_2 * weight_2 + ... + stat_5 * weight_5 And then the suits are ranked with the suit ranked number 1 having the highest composite score (coughMINSCOUTcough) (4) Since this process was repeated 1000 times, we get distributions of rankings that the suits received Here are the results: https://i.imgur.com/CqsWYL6.pngInterpretationSince the weights for each category are randomly selected rather than based on some sort of expert analysis of which speed category is most important, the results don't necessarily convey which suit the population at large would evaluate as the "most mobile". These results do give a good baseline around which to indicate what those numbers could look like, however. They also show off potential "rank bleed" in each suit class. The bigger the range of rankings that a suit receives, the less certain its ranking can really be evaluated to a single number in the hierarchy. I don't want to bias interpretation too much further. What I will note is that stamina and stamina pool are perhaps "overweighted" insofar as I think that many people would not weight these stats as highly as a random weight would assign compared to the others. Additionally, it's notably just from the raw data that the MinMando + Min Sentinel break the stamina regen curve really drastically. Each of them have 40 stamina regen, with their closest neighbor in the heavy class at 20. To put it in perspective, the Amarr Scout also has 40 stamina regen.
This is definitely interesting, but I don't understand what is being hypothesized or proposed, for that matter.
If we were to assume that there is direct (or causal) relationship between mobility and viability, how might we explain the MinScout's efficiency ranking? Would we not expect it to be at the top of the pile rather than the bottom?
Or am I thinking about this all wrong?
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Posted - 2015.06.02 20:28:00 -
[98] - Quote
I could've told you the MinScout was highly mobile :-)
But what is your point? Are you proposing we should make it less so for the sake of normalization? It may be an outlier on your mobility scale but it isn't exactly topping performance charts in game. Quite the opposite, in fact. In this case, normalization would likely do more harm than good balance-wise.
Don't mean to detract; just trying to figure out the "why" behind this exercise ...
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Posted - 2015.06.03 03:48:00 -
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Cross Atu wrote:I am of course open, as always, to further discussion on the topic. o7 Came home to find a new icon on my laptop's taskbar:
http://i.imgur.com/ujrfVPJ.png http://i.imgur.com/w5x3k7b.png http://i.imgur.com/rufzdqB.png
These Devs decided to move forward with too big a change. No doubt they had good reasons, backed by good science and the very best intentions. But things didn't go as planned. Years later, they're still recovering.
Bad analogies aside (for now), my gut feeling is that'd it'd be less risky to iterate downward. Gently. Right or wrong, folks are accustomed to things feeling a certain way. There are plenty of other points to consider and debate, but user experience and expectations are at the top of the list (in my opinion, of course), and surprise! doesn't make for a great user experience.
If we ultimately end up at 0.6x, then so be it. But I personally believe the road would be less bumpy if we got there via 0.8x to 0.7x. But that's only my two cents, and -- as you know -- I trust your and Rattati's judgement on this and all else (excluding EWAR ). o7
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Posted - 2015.06.05 22:03:00 -
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I agree with Kaeru. "It might hurt Scouts" is not a good reason to not fix wiggle.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Posted - 2015.06.05 22:28:00 -
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In my opinion, Scouts have needed work since December, so I'm not particularly concerned about upsetting class parity. Hard to predict the net effect of the proposed changes. Strafe Reduction would likely worsen performance, but a tighter speed/hp curve could help.
Interested to see how all this shakes out.
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Posted - 2015.06.10 20:57:00 -
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Hoping this doesn't lose traction. Really looking forward to better balanced interplay between roles.
Shoot scout with yes. - Ripley Riley (for CPM2)
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