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Aeon Amadi
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Posted - 2015.05.27 14:55:00 -
[1] - Quote
As long as my Logistics doesn't become a better slayer than my Assault, that's all I'm concerned about.
Though, looking at these changes... I'm starting to wonder. Here's my thoughts:
Gallente Logi does have less EHP, sure, but with heightened mobility to what Assault speeds are now, and having better fitting/more slots... I'm tempted just to make up the difference by adding another plate with the PG/CPU I save from my equipment and just nyxxing an equipment to make up for it. This will result in similar performance both in terms of EHP and mobility to my Assault, trading the sidearm for more utility (equipment/slot count).
The bonus that Assaults get to weapon fitting is negated by the fact that I don't have to fit a sidearm on my logi, the Gallente Assault bonus is largely a placebo anyhow.
Won't really know until we get in game but I have a feeling that my Gal Logi will likely outright replace my Gal Assault.
EDIT: IMO, mobility is king for Assaults. The only one that was really a problem was Minmatar Assaults because they were basically just 'heavy scouts' with incredible versatility in fitting. Reducing the speed on the others (Especially for the Gallente/Caldari) is going to have extreme effects on their performance and they're already sort of ailing in the larger scheme of things.
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Aeon Amadi
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Posted - 2015.05.28 03:36:00 -
[2] - Quote
Going to echo Kalante's concerns about the Assaults.
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. Amarr Assaults -maybe- a problem because they have a really good slayer bonus toward a very powerful weapon system (scramblers/assault scramblers).
This nerf is universal though and while it's great that it helps Logis, it's nerfing Assaults for the sake of 'progression' and 'making sense' with no real cause. I'd imagine someone (probably a CPM) sat behind the curtain and nudged this change along with the good intentions of making Logis and Commandos more viable but at the same time did one of the following:
a) Instituted a level of anti-assault bias in what can only be considered an unnecessary Assault nerf. b) Figured that the hit to Assaults would be temporary and that we'd be okay with taking that hit until changes were made to re-balance us (even though we're still waiting for decent bonuses) c) Simply overlooked it.
None of those are a good justification for why we shouldn't iron this out -now- and honestly, if your problem is the Minmatar Assault, hit the Minmatar Assault. Leave the Assaults at their current speed, buff the Logis, and then we get around to having more viable bonuses for Assaults -THEN- we can nerf them. At the moment it's wholly unnecessary and the only real reason to reduce their speed is to satiate a level of OCD in the EHP/Speed curve.
EDIT: Mandatory equipment fitting on Logi's is also a bad move because then you're just going to have people clamoring for Type-II Logi's that are more oriented for combat. They're doing that -already- so adding ammo to the argument isn't helping much. I'm all down for decreasing PG/CPU and decreasing fitting costs for equipment though.
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Aeon Amadi
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Posted - 2015.05.28 03:45:00 -
[3] - Quote
CCP Rattati wrote: When all roles have the proper foundation, we can move forward with finetuning
1) I intend for Logis and Assault and Basics to share the same PG/CPU and possibly total number of slots. The way to balance it is to require logis to fit equipment, and give each role the specific fitting bonuses for the role. 1a) We did this for Sentinels and Assaults, and it worked very well by aligning them and normalizing based on Scouts, that were the best in class. Just by aligning slots and capacity/slot, with a dash of hp, they became viable. Now, after some time has passed, we can take the next step. Logis and Commandos are undeniably the least viable specialty roles, and Assault are very strong. If it means they need to take a kincat instead of a plate, then so be it. I have already taken into account
2) Now when they all have a normalized and sound progression, we can finally move to where I want to be. I want to stop messing around, and patching dropsuits. They need to be stable and a fixed point. I then want to balance with PG/CPU costs and power of Gear, and role bonuses. Is the Caldari Assault bad? Maybe, but then we figure out the tunable parameters we have instead of always messing around with the foundation. Shield regen, cost of regulators, fiting bonus to Rail tech, etc.
In short, talking about role bonuses now, is like putting a bandage on a broken leg.
Well sure but you're basically driving one more nail into my playstyle here and expecting me to just nod and go with it. What's worse is that it's because "assaults are strong" is applied to all assaults when there are very clear distinctions in which ones are good (Min/Amarr) and which ones are bad (Cal/Gal).
I'm not concerned with what I'm getting in the future, I'm concerned with what I'm getting in exchange for having my mobility taken away at the time of this change's release. You're killing my mobility, which is crucial to the Gallente Assault's ability to CQC which is undeniably worse for the wear right now because no-one is using it's intended weaponry in competitive environments as it is.
Sprint speed is cool and all but if I can't strafe then it's kinda pointless. There's no real point in being able to sprint to my target faster when I can just equip a Rail Rifle and negate the need to close distance entirely.
How do you intend to make the CQC Role (Gallente Assault) viable or at least keep them on par with how they perform now after these changes are made?
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Aeon Amadi
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Posted - 2015.05.28 03:53:00 -
[4] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Going to echo Kalante's concerns about the Assaults.
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. Amarr Assaults -maybe- a problem because they have a really good slayer bonus toward a very powerful weapon system (scramblers/assault scramblers).
This nerf is universal though and while it's great that it helps Logis, it's nerfing Assaults for the sake of 'progression' and 'making sense' with no real cause. I'd imagine someone (probably a CPM) sat behind the curtain and nudged this change along with the good intentions of making Logis and Commandos more viable but at the same time did one of the following:
a) Instituted a level of anti-assault bias in what can only be considered an unnecessary Assault nerf. b) Figured that the hit to Assaults would be temporary and that we'd be okay with taking that hit until changes were made to re-balance us (even though we're still waiting for decent bonuses) c) Simply overlooked it.
None of those are a good justification for why we shouldn't iron this out -now- and honestly, if your problem is the Minmatar Assault, hit the Minmatar Assault. Leave the Assaults at their current speed, buff the Logis, and then we get around to having more viable bonuses for Assaults -THEN- we can nerf them. At the moment it's wholly unnecessary and the only real reason to reduce their speed is to satiate a level of OCD in the EHP/Speed curve.
EDIT: Mandatory equipment fitting on Logi's is also a bad move because then you're just going to have people clamoring for Type-II Logi's that are more oriented for combat. They're doing that -already- so adding ammo to the argument isn't helping much. I'm all down for decreasing PG/CPU and decreasing fitting costs for equipment though. Bad tinfoil is bad, it's hard to overlook it Aeon
So then what's the reasoning behind the universal nerf? Serious question, I'm not tin-foiling here, because I can't see any other justifiable reason than 'because Minmatar too stronk' or 'because it looks better on paper'.
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Aeon Amadi
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Posted - 2015.05.28 03:56:00 -
[5] - Quote
True Adamance wrote:
Indeed but they do not 'need' to be outrunning the primary frontline soldiers they are supporting. They 'can' however afford to be faster.
What this guy said.
Just make Logis and Assaults have the same speed without having to try and shoe-horn this EHP/Speed thing. Logis keep up with the rest of the pack, Assaults continue to do their job, everyone is happy.
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Aeon Amadi
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Posted - 2015.05.28 04:13:00 -
[6] - Quote
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.
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Aeon Amadi
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Posted - 2015.05.28 04:22:00 -
[7] - Quote
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.
EDIT: In response to your post, no - they wouldn't. They'd just run Scout. Because if they wanted to run a Heavy-Scout, they would do so, but the mobility restrictions inherent to the suit prohibit that in a nasty way by forcing you to focus fitting. If it were as easy as you say, they'd already be doing it.
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Aeon Amadi
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Posted - 2015.05.28 04:25:00 -
[8] - Quote
Adipem Nothi wrote: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?
Can an Assault get a Cloaking Device, two equipment slots, and inherent low profile without having to sacrifice a boatload of fitting to do it?
EDIT: Stop being stupid and thinking that everyone wants to be a Scout. If we wanted to play Scout, we'd spec into Scouts. Your inability to let that **** go is borderline infuriating because of just how dumb your arguments are becoming to try and prove your misguided point.
EDIT: Furthermore, using it as a means to prevent -AN ENTIRE CLASS OF DROPSUITS- from being viable and directly contradicting the people -that actually play those roles with dedication- is just going to show that you have nothing beneficial to offer here.
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Aeon Amadi
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Posted - 2015.05.28 04:35:00 -
[9] - Quote
Adipem Nothi wrote:Please dial down the crazy. 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.
^ I believe this claim to be false. If the MN Assault were magically removed from play, do you think all would be well and balanced?
No, you're not. You're contradicting my claim by using terrible examples, shoddy results, and cherry picked data. You're not doing anything beneficial here except for trolling - per the norm - and trying to institute this superiority complex that somehow everyone is trying to infringe on what you do because #reasons, ignoring the fact that if they wanted to they would have already. What's worse is you're not doing it for any particular reason other than to simply -be contradictory- because there is absolutely nothing to gain from this argument besides your personal satisfaction that someone might buy into your -100000000/10 troll.
In either case, your argument has -absolutely nothing to do- with Assault speed as a whole because the issue of the Minmatar Assault 'heavy scout' has only arisen recently after it received a buff whereas every other Assault hasn't seen changes since 1.7 and has yet to follow suite in what you would have us believe is an epidemic of players running around with 900 EHP dual-tanked suits and kin-cats to put them at 9m/s, yet in another thread go on to complain that brick tanking is a problem because armor plates are the most bought item.
You can't decide which you want to go with because there is absolutely no validity to either claim: Either players are running speedy/high EHP dual-tank suits or they're running slow, brick-tanked armor suits. Pick one and stick with it less you look even more like a fool.
EDIT: And don't you dare tell me to 'dial down the crazy' when you're deliberately trolling. You made your bed, now lay in it.
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Aeon Amadi
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Posted - 2015.05.28 04:46:00 -
[10] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Adipem Nothi wrote:Please dial down the crazy. 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.
^ I believe this claim to be false. If the MN Assault were magically removed from play, do you think all would be well and balanced? No, you're not. You're contradicting my claim by using terrible examples, shoddy results, and cherry picked data. You're not doing anything beneficial here except for trolling - per the norm - and trying to institute this superiority complex that somehow everyone is trying to infringe on what you do because #reasons, ignoring the fact that if they wanted to they would have already. What's worse is you're not doing it for any particular reason other than to simply -be contradictory- because there is absolutely nothing to gain from this argument besides your personal satisfaction that someone might buy into your -100000000/10 troll. In either case, your argument has -absolutely nothing to do- with Assault speed as a whole because the issue of the Minmatar Assault 'heavy scout' has only arisen recently after it received a buff whereas every other Assault hasn't seen changes since 1.7 and has yet to follow suite in what you would have us believe is an epidemic of players running around with 900 EHP dual-tanked suits and kin-cats to put them at 9m/s, yet in another thread go on to complain that brick tanking is a problem because armor plates are the most bought item. You can't decide which you want to go with because there is absolutely no validity to either claim: Either players are running speedy/high EHP dual-tank suits or they're running slow, brick-tanked armor suits. Pick one and stick with it less you look even more like a fool. I recommend some smooth jazz. All you are doing is picking fights with people with differing opinions. Honestly, all you have said is "don't nerf my Gal Assault", without taking any of the careful consideration and community work going into this.
I still haven't gotten an answer to my questions that I asked you.
And if I'm being asked to take into consideration the opinions of others when my own are being ignored, I'm done here. To which I'll just say go ahead and do what you're going to do (you're going to anyway).
Adipem isn't providing a difference of opinion here, he's providing split-haired evidence toward a problem that doesn't exist as a justification for an unnecessary nerf that a large portion of this community have already told you is an unnecessary nerf that, to date, doesn't have any justifiable reasons besides "it makes sense" with no explanation as to -how- it makes sense other than that it looks good on paper.
I'll ask it again: - Why is this nerf considered necessary? - What data is there to indicate that the assault speed nerf, in combination with a buff to Logistics/Commandos, is absolutely necessary instead of one or the other? - What do you intend to do about the role the Gallente Assault is supposed to play when you yourself have shown data that shows it is -NOT- being used in the way it was intended, competitively?
I had a bonus question but I'll hold off on it to save myself the ban.
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Aeon Amadi
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Posted - 2015.05.28 04:52:00 -
[11] - Quote
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.
Probably for the best. All that will be read out of that is 'don't nerf the Gal Assault'.
I love how easy it is for people who don't run the damn thing to say it's doing good and be taken seriously.
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Aeon Amadi
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Posted - 2015.05.28 05:00:00 -
[12] - Quote
Adipem Nothi wrote:
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)
I'll admit there's a problem when I can fit a Cloaking Device with comparative ease, get a low profile and low precision, as well as two equipment slots while maintaining the 900 EHP and 9m/s sprint speed.
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Aeon Amadi
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Posted - 2015.05.28 05:02:00 -
[13] - Quote
And here's how much I over-estimate cloaking devices.
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Aeon Amadi
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Posted - 2015.05.28 05:06:00 -
[14] - Quote
Archduke Ferd1nand wrote:Aeon Amadi wrote:Adipem Nothi wrote:
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)
I'll admit there's a problem when I can fit a Cloaking Device with comparative ease, get a low profile and low precision, as well as two equipment slots while maintaining the 900 EHP and 9m/s sprint speed. If you bring cloaks into an argument about why scouts are viable, your opinion is automatically null and voided. The cloak in its original iteration was something to be feared, but right now its more of a pain than an aid, especially against competent opponents.
Than **** it. Nerf the Assaults, watch how well that works out for you guys (although I'm certain non-assaults will love it to death).
I'm out. There's no reasoning with you people and I -STILL- have yet to get answers to my questions, so clearly I'm not being listened to around here and I refuse to be used as ******* comedic relief for you people.
Ban me. Save me from having to finalize this Design-a-Skin challenge anyway.
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Aeon Amadi
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Posted - 2015.05.28 12:17:00 -
[15] - Quote
Varoth Drac wrote:
To Aeon: Rattati posted dropsuit KDR showing assaults to have considerably better KDR than other suits. The market data shows that assault suit sales vastly outstrip other dropsuits. This all includes Gallente assaults. Just because Gal assaults have a slightly worse bonus compared to Amarr and Minmatar assaults, does not mean they should be exempt from assault balancing.
Regarding balancing Min assaults specifically, I recommend either a) reducing stamina / stamina regen to make them more similar to other assaults. Or b) reducing hp to make them more like scouts, inline with the Minmatar tradition of having suits that blend with the lighter tier above them on the hp / speed curve.
Do you remember back in 1.7 where they buffed HAVs and then nerfed AV at the same time? Honest question.
Nothing has ever been solved by buffing/nerfing at the same time.
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Aeon Amadi
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Posted - 2015.05.28 12:30:00 -
[16] - Quote
Varoth Drac wrote:Aeon Amadi wrote:Varoth Drac wrote:
To Aeon: Rattati posted dropsuit KDR showing assaults to have considerably better KDR than other suits. The market data shows that assault suit sales vastly outstrip other dropsuits. This all includes Gallente assaults. Just because Gal assaults have a slightly worse bonus compared to Amarr and Minmatar assaults, does not mean they should be exempt from assault balancing.
Regarding balancing Min assaults specifically, I recommend either a) reducing stamina / stamina regen to make them more similar to other assaults. Or b) reducing hp to make them more like scouts, inline with the Minmatar tradition of having suits that blend with the lighter tier above them on the hp / speed curve.
Do you remember back in 1.7 where they buffed HAVs and then nerfed AV at the same time? Honest question. Nothing has ever been solved by buffing/nerfing at the same time. No, it's a bad idea to buff something and nerf it's counter. Assaults aren't a specific counter to logis so there isn't a problem.
Oh well in that case buff the -hell- out of my Assault Rifle because it's not a counter to the Rail Rifle at 70m. Just because it's not a direct counter doesn't mean that the two aren't going to interact in some way.
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Aeon Amadi
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Posted - 2015.05.28 12:42:00 -
[17] - Quote
Mobius Wyvern wrote:Aeon Amadi wrote:Varoth Drac wrote:Aeon Amadi wrote:Varoth Drac wrote:
To Aeon: Rattati posted dropsuit KDR showing assaults to have considerably better KDR than other suits. The market data shows that assault suit sales vastly outstrip other dropsuits. This all includes Gallente assaults. Just because Gal assaults have a slightly worse bonus compared to Amarr and Minmatar assaults, does not mean they should be exempt from assault balancing.
Regarding balancing Min assaults specifically, I recommend either a) reducing stamina / stamina regen to make them more similar to other assaults. Or b) reducing hp to make them more like scouts, inline with the Minmatar tradition of having suits that blend with the lighter tier above them on the hp / speed curve.
Do you remember back in 1.7 where they buffed HAVs and then nerfed AV at the same time? Honest question. Nothing has ever been solved by buffing/nerfing at the same time. No, it's a bad idea to buff something and nerf it's counter. Assaults aren't a specific counter to logis so there isn't a problem. Oh well in that case buff the -hell- out of my Assault Rifle because it's not a counter to the Rail Rifle at 70m. Just because it's not a direct counter doesn't mean that the two aren't going to interact in some way. Personally, I wish we could get a speed increase for Logistics to help them better keep up with the suits they're supporting without nerfing Assaults in the process. I liked Aeon's post about speed issues with suits left over from Old CCP, and I hope this in some way addresses those, but I'm not sold on the idea of slowing down an entire class without approaching it in a more gradual manner. In any case, hopefully if this results in unintended consequences it can be addressed quickly.
I mean for real, it's like, yeah, Assaults are over-used and Logis/Commandos are under-used. Why is it 100% necessary to change all of them when a comparable buff to Logis/Commandos might just be all that's needed?
What evidence do we have that supports that buffing Logis/Commandos and subsequently nerfing Assaults in the same pass -ISN'T- going to drastically shift the meta spectrum in a way that is unhealthy?
We're going for this huge overarching change on the hopes and prayers that maybe it'll work with the added consequence of another six months dev time being spent toward balancing it all in the eventuality that it doesn't. Rather than the logical thing which would be to take it slow, do it in stages, and maybe find the balance on the way there. We're going -RIGHT BACK- to the Balance Pendulum where we make so many drastic changes that we overshoot our goal and have to dial it back and forth until it starts working.
Which by that point we'd have come up with another "looks good on paper" proposal and go through the entire process again.
The solution is clear and very simple: Buff the Logistics/Commandos. See how it works. If people start to transition from the Assaults to those classes than the nerf might not be entirely necessary. If it's doesn't, then we can -ABSOLUTELY- continue with the rest of the changes.
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Aeon Amadi
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Posted - 2015.05.28 13:16:00 -
[18] - Quote
Varoth Drac wrote:Aeon Amadi wrote:I mean for real, it's like, yeah, Assaults are over-used and Logis/Commandos are under-used. Why is it 100% necessary to change all of them when a comparable buff to Logis/Commandos might just be all that's needed?
What evidence do we have that supports that buffing Logis/Commandos and subsequently nerfing Assaults in the same pass -ISN'T- going to drastically shift the meta spectrum in a way that is unhealthy?
We're going for this huge overarching change on the hopes and prayers that maybe it'll work with the added consequence of another six months dev time being spent toward balancing it all in the eventuality that it doesn't. Rather than the logical thing which would be to take it slow, do it in stages, and maybe find the balance on the way there. We're going -RIGHT BACK- to the Balance Pendulum where we make so many drastic changes that we overshoot our goal and have to dial it back and forth until it starts working.
Which by that point we'd have come up with another "looks good on paper" proposal and go through the entire process again.
The solution is clear and very simple: Buff the Logistics/Commandos. See how it works. If people start to transition from the Assaults to those classes than the nerf might not be entirely necessary. If it's doesn't, then we can -ABSOLUTELY- continue with the rest of the changes.
I totally get what you are saying (although we've moved away from what you were originally saying about Gallente Assaults, that I was responding to). Which is why I asked Rattati not to implement the changes originally proposed as I thought they were too extreme. It doesn't look like you have much to worry about anyway, as the latest proposal from Rattati would leave assault sprint the same, just nerf movement (kind of meaningless) and buff stamina. So barely a nerf at all. In principle though, all assault suits appear to be a little overpowered when compared with all other classes, not just logis and commandos. So buffing logis and commandos at the same time is irrelevant, as assaults will still be op when compared to sentinels and scouts.
I'll take the movement speed over the sprint speed -ANY- day. Movement speed is direct correlation to survivability in combat and if it weren't it wouldn't even be up for debate or that controversial of a change; we could even go to an extreme to prove that point by saying "Scouts should have the same movement speed as Logis" in this case and watch the cascade of hatred/rage come pouring out of the Barbershop.
Sprint speed I can change. Stamina I can change. Movement speed? There's nothing I can do about it. It will only ever get worse as I start adding more armor.
I don't care about getting into the fight faster - if I wanted to do that I'd run Scout or add some Kin-cats. I care about living long enough through the engagement to make use of everything else my fit is concerned with.
It is not in any way meaningless.
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Aeon Amadi
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Posted - 2015.05.28 13:41:00 -
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Varoth Drac wrote:Aeon Amadi wrote: I'll take the movement speed over the sprint speed -ANY- day.
Why am I not surprised. But I concede it's not a worthless stat, though I suspect the proposed reduction will have only moderate in game effect. Too slow and it's a problem, but this proposal is only a minor nerf. And may I just say, on the subject of incremental changes. I said a number of times, prior to the major assault buff, that adding a module slot at the same time as 100 base hp, was too much of a buff in one go. Seems I was right.
So it's a problem that I would prefer to have movement speed over sprint speed? Is that why you're mockingly posting rolley-eyed smileys?
Excuse me while I accept the point that my opinion isn't worthwhile here.
BS aside, if it's so much of a minor change then why would it be up for debate for Logistics players? Early you said it was meaningless, now you're saying it's not a worthless stat but it's a minor change - but if that's the case then it wouldn't be as controversial as it is. Because it's not. Let me speak from experience here:
Prototype Gallente Assault (oh nooos he's talking about his playstyle, something he's familiar with instead of talking out of his ass about something he doesn't play) with x5 Complex Reactive Plates = 4.75m/s movement speed right now. After the nerf, that drops down to 4.37m/s
That's right around the same movement speed as a Gallente Commando (which obviously is a pretty stark difference in mobility). Interestingly enough, what I get for that by comparison is:
Gal Assault with x5 Complex Reactives: 193.75 shield 673.75 aarmor 867.5 EHP 19.5hp/s armor repair rate
Gal Commando with absolutely nothing on it: 487.5 shields 656.25 armor 1143.75 EHP 4 hp/s
So the trade-off for adding on a bunch of Reactive Plates is that I have the same mobility as a Commando (with faster sprint speed -I guess-), worse EHP, no second light weapon, and a grenade. Functionally? The Commando weighs in as the victor because he has more firepower, better bonuses, and higher EHP. The Assault gets... Well, higher sprint speed and a grenade.
Do you see my issue now? The Assault has nothing that makes it unique, the bonuses are subpar, and now the mobility is going to be on par with Commandos in certain situations albeit with a lack of EHP and damage application. What role does the Assault serve? A bridge between Scouts and Commandos with none of the benefits of either...? Instead of trying to address that, we're noting the fact that they're being used because other roles aren't up to snuff and punishing them for that. We're not hallmarking on distinctive roles or unique applicability, we're just nerfing it because it's "whats in" right now.
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Posted - 2015.05.28 14:46:00 -
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Oswald Rehnquist wrote:
It might be possible that you miss the point of the curve. By reducing the scout speed to logi status, it then gains logi ehp potential. Also any introduction of new suits (not happening), would easily be placed on this spectrum based on knowing just one of the numbers on this stat. Also we can theoretically with a ehp speed scale reduce assault ehp potential and increase their base speed if you value speed more so than health, in which case its not the curve but the value in speed which is the source of conflict here.
In short, I'm just trying to see what is really the core of your concerns, I can't tell if not understanding the concerns of the other side, or its that you just value base walk speed more than ehp, or you think 2 things changing at once is terrible, or that assaults shouldn't have to follow the tic for tac exchange which all the other suits are being modified by because game mechanics don't work with a simple curve. I don't have to defend the position because its not mine, but I'd say its rather hard to give a good discussion when the list kind of goes all over the place rather than focusing on one concern at a time.
edit:
I have a feeling its the last underline/bold is the base of your concern, which is a good topic as there are many variables in the game besides speed and ehp. But then we should be discussing that, and not the other stuff.
My problem is that I had to repeatedly ask what the overall goal here was and I brought up points of contention that, I feel, weren't fully considered. It's not so much 'The core of my concerns' as all of it being concerning as a whole.
- Yes, I value base walk speed more than EHP, because mobility is king in CQC. - Yes, I am concerned with making too many changes at once (because experience shows it -is- terrible) - I never once insinuated that Assaults shouldn't have to follow the tac-for-tac exchange.
It is insanely hard to understand the concerns of the other side -when I can't get a clear and concise answer to my questions- and instead got arguments about how, in extreme situations, Assaults are capable of doing #stuff. This entire post was chalked up to tinfoil and was the start of my anger because I basically just typed all my views for nothing.
The question (that I feel were not answered) I asked were: - How is the Gal Assault's role going to be made more viable so that it's intended design is being used competitively? - What is going to put the weaker Assaults on par with their current performance whereas the problem Assaults are justifiably brought down? - What unique role does the Assault play that justifies it's existence if other roles become more viable/overshadow it? What can the Assault do that no-one else can? - Why make these changes all at once instead of bringing up the Logis/Commandos -AND THEN- bringing the Assaults down? - What evidence do we have that supports that simultaneously buffing Logis/Commandos and nerfing Assaults in the same pass -ISN'T- going to drastically shift the meta spectrum in a way that is unhealthy?
CCP Rattati wrote:
I have decided not to read your posts in this thread anymore, and soon you will be banned, probably, for ranting, insinuating and tinfoiling.
Even though I hate to do it, I will explain this once more. Players are always drawn to the best combination of HP and speed, this has been demonstrated often enough in DUST 514. Therefore, I am attempting to eliminate that "draw" by having a semi-fixed ratio of hp/speed so players can actually just choose what they want to play for the right reasons. Another insinuation of "Rattati just likes straight lines, there is no reason" and there will be consequences. Even on top of that, Assaults are the top meta right now for that reason. If I reduce Assault down to the curve and drag logis and commandos up to it, there is less risk of a nerf/buff chain reaction.
If my concerns are ranting, and my lack of information is insinuating and tinfoiling, then there's nothing I can do to change the situation. If that's the only option, then ban me, dude, because I asked you a few questions and felt like you ignored them. Nothing infuriates me more than being ignored and it had to come to (yet again) my raging out to get the answers to the questions I originally asked. I dunno what to say here, but it's certainly not going to be that I'm sorry.
Varoth Drac wrote:
Interesting comparison with a Gallente Commando. I don't think things are as bad for assaults as you think though. The Commando will need to fit mostly regen to get reasonable armour regen. And whilst they have higher shields, the regen is worse, and they have a larger hitbox, and they have poorer stamina and stamina regen, and they have poorer EWAR stats. Mainly though I feel you are really undervaluing sprint speed.
That said, reducing movement speed to near commando speeds is kind of slow, I'll give you that. Haven't checked the numbers, but I'll trust you. So I will further revise my assessment. Movements speed, other than sprint, will suffer a substantial nerf. I still don't think this will likely constitute a major nerf to the assault role overall, considering the fact that sprint speeds will be maintained.
I still don't particularly like the idea of messing with sprint speed modifiers though.
Thank you for being the only one in here that actually listened.
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Aeon Amadi
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Posted - 2015.05.28 15:12:00 -
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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. GÇ£If we nerf the assaultGÇÖs favourite suitGÇ¥, which currently happens to be the assault suit, GÇ£we might lose some of themGÇ¥. IsnGÇÖt that quite clear indication that youGÇÖre doing it wrong? When assaults were using logis or scouts or heavies did we not ask GÇ£why are they not using the assault suitGÇ¥? And wasnGÇÖt the answer always GÇ£because they are bad in comparisonGÇ¥? When assaults were finally buffed we saw the great migration towards the assault suits. And this migration was perfect. What greater balance can there be than people using role specific suits to execute said roles? There are always tweaks that should be made but that doesnGÇÖt mean that an entire class should suffer. The vast majority of players are assaults and will continue to be assaults regardless of the changes done to suits. There are a lot of assaults because that is the prevailing role in any FPS and using the assault suit for this role should be encouraged. You will never see a situation where we have an equal amount of each role; it is not going to happen. People need to understand that trying to limit the number of assaults is futile. People will use a suit that gives them the best possible outcome in any given match even if that suit was not intended as frontline fighter suit. And you cannot blame people for doing so. I donGÇÖt feel that giving assault better sprint while logis have better strafe is going to cut it. Strafing is a large part of engagements and I have used my Amarr logi enough to know what a pain it is to strafe with those movement speeds. If my ability to be effective in combat with an assault suit is diminished I will move on to a different suit that does offer me combat effectiveness. The proposed changes are simply too drastic. And I must stress that I am not against a logi and commando buff but this doesnGÇÖt have to come at the expense of the assaults. By all means increase their speed, give commandos more slots but please, do not butcher the assaults like this.
^ Guy pretty much nails it on the head.
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Posted - 2015.05.28 15:25:00 -
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Would make a hell of a lot more sense to just switch Logi/Assault HP values instead of their speed values.
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Posted - 2015.05.28 15:40:00 -
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MINA Longstrike wrote:Aeon Amadi wrote:Would make a hell of a lot more sense to just switch Logi/Assault HP values instead of their speed values. And that right there is how you truly get slayer logi's. Please just stop talking Aeon, I dont think you've said something smart or on point in a while.
Okay, so, a Logi with the speed of an Assault and the durability of a Logi.... ... Is somehow less susceptible to being a Slayer Logi... ... than a Logi with the speed of a Logi and the durability of an Assault...
So what you're saying is that, a Logi suit with lower EHP and faster movement (comparatively speaking) is less likely to be a slayer than a Logi with higher EHP and -slower- movement (comparatively speaking). When the whole argument is that the best combination of EHP and Speed = winrawr.
Consider this for a second.
Slayer--------Slayer--------Support--------Slayer--------Slayer Scout--------Assault--------Logi--------Mando--------Sentinel
Two slayer roles that are built for speed, Logi in the center playing support, and two slayer roles built for EHP. That seems much more natural and fluid on the transition than...
Slayer--------Support--------Slayer--------Slayer--------Slayer Scout----------Logi-----------Assault--------Mando--------Sentinel
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Posted - 2015.05.28 16:12:00 -
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So what's the bridge going to be between the Scout and the Assault after this? What if I want a suit that has mobility without as much of an EHP hit of a Scout and EHP without the mobility hit of the Assault?
What am I supposed to run as the bridge point between the two..? Slayer-Logi?
EDIT: Because if I have to, that's what I'm going to do.
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Posted - 2015.05.28 16:24:00 -
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Varoth Drac wrote:Aeon Amadi wrote:So what's the bridge going to be between the Scout and the Assault after this? What if I want a suit that has mobility without as much of an EHP hit of a Scout and EHP without the mobility hit of the Assault?
What am I supposed to run as the bridge point between the two..? Slayer-Logi?
EDIT: Because if I have to, that's what I'm going to do. Stick kincats and cardiac regs on you assault, just like now. You'd have to live with lower strafe speed. What would be awesome, would be if Kincats also increase your movement speed, rather than just sprint speed.
-I don't want to live with lower strafe speed-. That's the entire premise here. I'll take an EHP hit but I like the movement speed where it's at.
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Posted - 2015.05.28 16:44:00 -
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Gal Assault (current)
x4 Complex Reactive Plates x1 Complex Cardiac Regulator
x3 Myrofibril
x1 Duvolle Assault Rifle x1 Boundless Breach SMG x1 Core Locus Grenade
x1 CreoDron Active Scanner
194s 608a (802 EHP) 4.8m/s 16.5hp/s repair
Gal Slayer Logi 2
x4 Complex Reactive Plates x1 Complex Ferroscale Plate
x3 Myrofibril
x1 Duvolle Assault Rifle x1 Core Locus Grenade
x1 CreoDron Active Scanner x1 Wiyrkomi Triage Hive x1 K-2 Nanohive
112s (-82) 571a (-37) (683 EHP)(-119) 4.80m/s 17hp/s (+70hp/s)
Same movement speed Slightly less base stamina (gonna miss my cardiac regulator but oh well) Similar EHP (I don't rely on shields anyhow) No sidearm Much more equipment/utility to use --> Heightened EWAR from Active Scanner --> Greater regen/repair from Triage hives --> Spare ammo from K-2 hives
Thanks guys, I actually got what I wanted here :3 Can't wait for these changes, actually. I actually get a -LOT- of benefit out of the equipment here.
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Posted - 2015.05.28 17:02:00 -
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Varoth Drac wrote:Aeon Amadi wrote:Assault vs slayer logi You will have to replace that ferroscale plate on the logi for a cardiac regulator for a fair comparison. With the proposed changes you could fit a complex plate on the logi instead of a reactive and have similar movement speeds. The assault will still have more hp and stamina, and a sidearm. The logi will have lots of nice equipment. The assault will have much better sprint speed. I still think you'd be better off slaying in the assault.
Lol, not really. Better EWAR is situational awareness, much better repair out of the Wiyrkomi Triage without having to worry about ammo/EWAR, better movement speed... Sprint is nice getting into the fight but it doesn't help you once you're having to shoot back. And if it really gets that bad I'll just switch out for a Kin-Cat.
Because I can recover Sprint Speed, but I can't recover movement speed =P
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Posted - 2015.05.28 17:04:00 -
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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.
He's startlingly good at that, isn't he?
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Posted - 2015.05.28 17:21:00 -
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Cross Atu wrote: It's outside the scope of this proposal but the assault should also have meaningful racial bonuses to assaulting (i.e. to it's dps levels).
What you mean like Commandos?
EDIT: Yet again we run into an issue where Assaults have no describable role that isn't over-shadowed by something else and in an effort to fix something else we put them on the back burner, promising fixes and changes later on...
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Posted - 2015.05.28 17:33:00 -
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Cross Atu wrote:Aeon Amadi wrote:Cross Atu wrote: It's outside the scope of this proposal but the assault should also have meaningful racial bonuses to assaulting (i.e. to it's dps levels).
What you mean like Commandos? Depends on what you mean by "like Commandos" specifically but yes, the Commando also has a role largely/currently defined by slayer ability. This is actually a long standing issue derived from earlier design choices because the precepts of those two roles overlap so heavily. That unfortunate "legacy quandary" aside, as a general method I'd say yes, assaults should have something like commandos in the sense of racial bonuses that give them better than standard dps output with their racial weapons.
But as I said before, adding buffer to Assaults with the new movement speed penalties effectively just makes them Commandos with a sidearm and grenade instead of two light weapons. I think these guys are putting way too much faith on the Sprint Speed thing because it's not much of a change to differentiate Assaults from Commandos. What'll wind up happening is what has always happened:
High Mobility suit to get to where we're going (Scout or Minmatar Assault) Switch to something better once we get there (Assault/Sentinel, or in this case, Commando/Sentinel)
The only way you're ever going to differentiate those two slayer roles is by orienting them to different things, something the community isn't fond off because DPS oriented Assaults are viewed in a negative light and propositions to change up Commandos (higher magazine count/longer range/etc for suppression) have been shot down repeatedly.
Having players decide "That one suit that's good at killing things" and "that other suit that's good at killing things but slower and a little more durable" doesn't give variety to the roles. We're still killing things, it's just how much frustration you're willing to put up with on either spectrum (lower EHP or lower mobility).
Cross Atu wrote:Aeon Amadi wrote:EDIT: Yet again we run into an issue where Assaults have no describable role that isn't over-shadowed by something else and in an effort to fix something else we put them on the back burner, promising fixes and changes later on... Lack of consistent conceptual vision has been an issue for Dust starting in the early days and is a continued bane no question. It is the manifold problems caused by that very thing that makes me so adamantly in support of all CCP Rattati's initiatives to apply consistent methods game wide, such as his work in the OP. Right now things are bad in a number of ways and far too much time is spent on the forums with players bickering amongst ourselves about "who is it going to be bad for, who's turn is it to have a viable role" I'm more than tired of that back and forth and the lack of balance it is predicated upon. As such I fully support Rattati in all efforts to apply solid consistent foundations, even when such applications have undesirable short term effects, because without a long term game wide method to provide context progress is unlikely and balance will remain fleeting and nebulous.
And that's fine, I agree, I'm tired of the "whos turn is it" but I've been waiting for that balance for three years now. I'm frustrated, I'm tired, and I don't want to have to spend months on end (again) waiting to get out of the "who it's bad for" rut.
It's all well and good that you fully support his efforts, I would love to as well but I'm the one who's going to have to handle up on the undesirable short term effects when I was -JUST NOW- starting to feel that my role was viable through Myros. Think about who's going to be taking the hits here.
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Posted - 2015.05.28 18:03:00 -
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Cross Atu wrote:
In short, frustrated or not, having a cohesive game design that allows for fundamental balance to finally replace the back and forth we've dealt with for years trumps any particular current effects those changes have on you, me, or any specific sub-facet of the game.
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Easy to say. Harder to live with.
Kaeru Nayiri wrote:Aeon Amadi wrote:-I don't want to live with lower strafe speed-. That's the entire premise here. I'll take an EHP hit but I like the movement speed where it's at. How can anyone say this with the massive hit detection issues currently in game ?!
Again. Mobility is king in CQC. All the EHP in the world won't matter if they can hit you but you can't hit them.
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Posted - 2015.05.29 04:03:00 -
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Cross Atu wrote:Aeon Amadi wrote:Cross Atu wrote:
In short, frustrated or not, having a cohesive game design that allows for fundamental balance to finally replace the back and forth we've dealt with for years trumps any particular current effects those changes have on you, me, or any specific sub-facet of the game.
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Easy to say. Harder to live with. Kaeru Nayiri wrote:Aeon Amadi wrote:-I don't want to live with lower strafe speed-. That's the entire premise here. I'll take an EHP hit but I like the movement speed where it's at. How can anyone say this with the massive hit detection issues currently in game ?! Again. Mobility is king in CQC. All the EHP in the world won't matter if they can hit you but you can't hit them. Easy or hard it is an objective reality and we either live with that or live with continued imbalance until the servers burn out. I have yet to see any evidence which indicates there is a viable long term third option.
If you're looking, you'll notice that a lot of your main slayers (Heimdallr, Kalante to name two right off the top of my head) are already considering Slayer Logi's because of these changes because the benefits will outweigh the lack of a sidearm/slight EHP differential. I've already given an example as to why.
If this is the intended design than I'm all for it but as it stands I'm already looking at the Gallente Logi as being more viable than my Gallente Assault for combat purposes. Even started training myself using a Gallente Assault with no sidearm today.
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Posted - 2015.05.29 04:14:00 -
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Cross Atu wrote:Baal Omniscient wrote: The third option is obvious. Buff the other stuff and take the balance changes slow. Make your buffs, gather data and move on from there. It's hardly a massive operation to tweak a couple numbers later after gathering data.
That is literally not able to be an alternative to what I was talking about. Specific changes nerf or buff, to any given aspect can be part of a base method, or can happen absent a base method but in no case are they an alternative to a choice between having a base method or not.
I understand whole-heartedly where you're coming from and I agree that we need base methods and foundations, but here are the points of contention with that foundation that need to be seriously considered:
Your high-end slayers are telling you that the speed is preferable to EHP and the speed nerf will cause them to go to Slayer Logis as a result. They've proposed the they'd be willing to take an EHP loss in exchange but that isn't being considered as an option.It gives this thread the feeling that it's less open for feedback and more for retrieving praise. That's not an insinuation or tin-foil, it's legitimately what it feels like to some of us because the counter-proposals/compromises aren't being considered or being discredited by other members of the community in favor of what this thread brings to the table.
Base methods and foundations are great but the short-term effects are going to cause long-term consequences when everyone starts complaining about the justifiable meta shift and they start wanting Logi's punished for their slayer capability.The foundation is already causing theory-crafting toward messing with sprint-speed values to compensate but it's all abstract - we legitimately don't know what's going to happen and the more major changes we make the more we feel the need to compensate by making even more changes. It's causing a sort of cascade effect.
Some of the community is asking for slow, methodical changes, and the answer is that it's not an option. That's unfair. It -is- an option, it's just an option that's not willing to be taken or considered because the benefits of the foundation arguably overshadow the cautious approach.
Please reconsider.
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Posted - 2015.05.29 04:19:00 -
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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?
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Posted - 2015.05.29 04:24:00 -
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Adipem Nothi wrote: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. Don't touch my Gal Assault".
And you guys wonder why I'm argumentative and confrontational.
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Posted - 2015.05.29 04:33:00 -
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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?
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Posted - 2015.05.29 04:39:00 -
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Adipem Nothi wrote: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?
Ah. That. Sorry, only read the first part of your post.
I dunno, #stuffI'vealreadysaid. Like, buffing Commandos/Logis first and seeing how that works before nerfing Assaults.
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Posted - 2015.05.29 14:10:00 -
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Cross Atu wrote: As I've said every time it comes up the only "skin in the game" I have is that the ratio itself be maintained as a game wide foundation (or if a case is solidly built against it that the ratio be abandoned as a game wide thing when it comes to balancing roles, mods, races et al).
I have no stake whatsoever in what those ratios are or which role falls where within them so long as the ratios are applied universally and equally. Without a universal and equal application of foundational vision (be it this method or another) that applies to all roles rather than cherry picks a few things, balance becomes either a bad zero sum game or a crapshoot and we stay in the same rut we've been in for years.
-continued-
[formatting is off because I wrote this in notepad] Took me a few reads to fully understand what you're saying but I think I've got a rudimentary understanding of it.
You want balanced role, mods, races and if a case be made to go against a foundation or design that it be solidly, logically built as a justifiable reason to go against the base methods. Without an equal application of foundational vision that applies to everything, you feel that the balancing act becomes a shot in the dark at what works.
I don't feel this is the case because we have done some pretty awesome stuff with balance without trying to have everything on a curve or having trade-offs, and trying to adhere to that may work logically and mathematically but a video game isn't all about logic or math, but sometimes how something -feels-
You feel as though speed being enough to outweigh DPS potential and raw HP is a fundamental problem. I feel that this stems from different views on what Assaults actually are designed for, which is a consequence of it not having a pre-determined role. It's abstract and left to interpretation, but neither of our interpretations are necessarily wrong and they shouldn't be viewed as wrong.
This has always been the case but it's not something we can fix. Hit detection issues are and have always been prevailant and yes, it's something we take advantage of -because- it is viable and is a fundamental part of speed tanking.
There is an entire game skill dedicated to this, its nothing new, Regnyum has a video on strafing tactics and a lot of high-end slayers are known for their ability to strafe. Are you insinuating that we should work to ensure strafing is -NOT- a viable tactic as a whole? If so, I'm okay with that, but it needs to apply to everyone, not just Assaults. It needs to apply to Logis and Scouts as well.
I feel as though your obsession with a base method and a foundation is blinding you to the needs and desires of your community. Yes, we understand hit detection is an issue. Yes, we understand that strafing is a problem. Yes, we know that without strafing, we're entirely reliant on EHP. We also understand that many in the community dislike this - but it is what part of the game's entire culture is founded on. As previously stated, if it is an issue, than it needs to be quashed across the entire spectrum, not just with Assaults.
I understand and agree with your sentiment toward "The thing" but this isn't an effort to make Assaults "the thing" it's an effort to keep Assaults a viable playstyle that, without a unique and applicable role, has largely been associated with slayer-ship. Your community is asking to retain the things we value most with the role that we have carved the Assault into. The values that were designed to pull us from other roles into the Assault -because- we were using other roles for what we desired to do (and will continue to do so, even if that role is with the Logistics).
It's not "don't touch any Assault numbers except the min assault", I'm not that obtuse, I'm saying that we want the Assaults to retain their functionality and the role that we basically had to make ourselves because they don't really have one that's unique to them. The proposal was to hit their speed. We said that wasn't in our favor because we need speed. The proposal shifted to changing sprint speed. We said that wasn't in our favor because movement/strafe speed is more valuable than sprint speed because we are combatants - we don't need help getting TO the battle, we need help surviving it in the first place. Now we are being told that our desire for that is a fundamental problem...
What can we do to make a happy compromise, here? What way can we retain what we desire and need to adhere to our chosen specialization without moving/speccing into another suit while also going with the desire for a consistent method?
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Posted - 2015.05.29 16:35:00 -
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CeeJ Mantis wrote:I think there is meret to giving assauots more sprint speed so that they can apply pressure more readily, but strafe speed is the main reason assaults have such a lead in kills/spawn over other suits. It is hard to strafe as a commando/sentinel because you simply aren't as fast. Super straify, 650eHP cal scouts also do this strategy, and high hp + speed means hard to kill suits. And whether or not hit detection is an issue, you do have people from all around the world with different quality internet connections playing together, and some people benefit from their lack of relative connection quality. Especially people who change position rapidly.
Let us not forget that assaults suits have the highest kills/spawn, and their ubiquity on the battlefield is likely indicative of their performance. They have speed, and hp, so they can tank well, and twitch back and forth. There is a reason that this proposal was created in the first place. I urge any developers read this to not focus too much on feedback from players that want theor suits to be powerful, and try looking at the data.
I urge the developers to not simply look at everything as bias because of the contradictory views that the forums have.
1) You either don't play the playstyle/specialization, and don't know what you're talking about 2) You do play the playstyle/specialization, and are bias
There's no winning. It's not about wanting our suits to be powerful, we all want our suits be powerful, we just don't want to go -back- to not being viable.
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Posted - 2015.05.29 20:14:00 -
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Cross Atu wrote:
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method. If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
Then who do I need talk to that will be concerned with the issues I've brought up without it being related to this universally applied method? Because I find it unfair that we can't provide feedback in defense of our wants/needs unless it is directly related to this.
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Posted - 2015.05.29 22:41:00 -
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Breakin Stuff wrote: Probably because your wants/needs as stated are "we want the status quo"
and it's an ass status quo.
Unnecessary and, frankly, rude.
Cross Atu wrote:I asked you to specifically list what you want in detail in that very post. And clearly this is CCP Rattati's thread.
Both of the above being established facts I have no idea why you would not already be providing said detailed list of items.
And please, when you do list these desired aspects put them in a list format yes? Paragraphs are great for the conversation we've been having thus far, but when it comes to recounting actual lists of items better to format them in lists then in blocks of text.
Highlighting reasons why.
Cross Atu wrote:
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method.If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
Maybe I read it in the wrong light...?
Cross Atu wrote:EDIT: Since it is CCP Rattati's thread here is an extra point of specific focus CCP Rattati wrote: Logis need to be able to get out of danger, and follow their friends even if the logi is brick tanked for the occasion. A non tanked Logi can barely keep up with a brick assault right now.
Please take specific care to list if and or how your wants conflict with Rattati's quote above and if they do elaborate on why and how your listed wants should take precedence and in what way that provides better game wide balance/heath than does the scenario proposed by the quoted text. I still find a game wide focus to be the most relevant, but since you wish to focus more tightly the interaction between the medium frames as described by Rattati seems the proper point to do it.
1) Assault Role, or lack thereof. 2) Lack of a dedicated middle-ground slayer after these changes(situated above the 4.5m/s margin) 3) 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. 4) Why is it considered okay for Scouts/Logis to have higher speed but not Assault, even after we proposed an EHP nerf?
1 - We don't have a role, there hasn't been much work toward giving us a role since Uprising 1.7, and there doesn't look to be on the near horizon. What do you want Assaults to do?What do you want us to do in the meantime, while we wait? Assaults were buffed for slayer capability, now they're too good at Slaying, but we feel that the proposed changes will impact that in such a way as that we will want to move to other suits to continue slaying. This is suboptimal.
2 - If Assaults are dropped in speed than there is a larger gap in the EHP/Speed ratio for dedicated slayers. Assaults, currently, offer the second highest movement speed and we've already proposed that an EHP nerf would be acceptable to balance that out. The gap between Scout speed and Assault speed, with these proposed changes, is a harsh negative that even without being implemented yet is causing some dedicated assault players to consider changing to Slayer Logis to retain their speed, even knowing that the EHP is lower (offering credence that we'd just as soon take the EHP hit to maintain our current speed).[/u]
3 - A healthier alternative would simply be to buff the Logis and Commandos as the proposal stats but to leave Assaults alone. We can't automatically assume that players -won't- move on from Assaults unless they are simultaneously nerfed. We can absolutely go with a baseline foundation on Frames with slight assymetry if it proves to be beneficial. We do not absolutely, positively have to do everything at once. [u]Let's at least -try it out- and if it doesn't work (players aren't migrating from Assault to Logi/Commando) then we CAN ABSOLUTELY hit their speed. I worry that the precedence of doing it now, at the same time as everything, will cause a return of the previous trend where they're simply never brought back up.
4 - If EHP/Speed ratio is the issue than why is it justifiable that Logis and Assaults switch Speed but not EHP? This boggles my mind. The goal is still being exacted on - Assaults lose EHP/Speed ratio whereas Logis gain it. And, again, it's not even 100% necessary for Logis to gain EHP in that case, we can simply nerf Assault EHP and see how it works.
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Posted - 2015.05.30 01:25:00 -
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Thaddeus Reynolds wrote:Aeon, so, to be clear, you have no problem with the eHP vs Speed curve, you just have the problem with the Assaults getting lower speed (and would be willing the take an eHP nerf to fit into the curve), due to the similarity between Assaults and Commandos, and concerns about the logi's relative power is that correct?
Yes. Exactly.
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.
This is optimal, in my eyes, as a start. I would prefer this instead of going for the Buff Logi/Commando + Nerf Assaults route because, as someone else said, that is technically a double nerf.
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Posted - 2015.05.30 02:12:00 -
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Cross Atu wrote:
So long as the ratio is applied - equally and to all roles - then the specific numbers of how it is applied are secondary. My advocacy is, and has always been, employing a game wide balance method. No more, no less.
0.02 ISK ~ Cross
Yeah, I understand that. I understood that five posts ago, lol. That was never up for debate.
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Posted - 2015.05.30 02:25:00 -
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Cross Atu wrote: If his only advocacy is that a certain set of specifics be employed, and it has been understood that my stance does not exist for or against any set of specifics, only that all specifics be applied fairly to every role via one methodology.
You're a CPM representative - who else was I supposed to talk to..? That's why I asked you who I needed to speak to in that earlier post. I wanted to discuss specifics.
EDIT: Like - I'm cool with this EHP/Speed curve BS, I am, I just want you to understand that. But I also want to be clear that I want to discuss specifics and if you're not going to advocate or discuss specifics I need to know who I can talk to that will.
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Posted - 2015.05.30 16:37:00 -
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There's a hilarious level of irony in that the Assault came before the Commando and somehow is the one up for debate as to what role it plays.
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Posted - 2015.05.30 17:54:00 -
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Cross Atu wrote:
Assaults gain advantages to damage output, which does nothing to alter the balance of their mid range HP and Speed values
Sort of...? I mean, it's not directly damage and some would argue that some effects (reload speed, which the commando gets anyway and dispersion which some of us are convinced is just a placebo) have little or nothing to do with damage output.
Moreover, we get opportunity for increased combat performance.
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