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Thread Statistics | Show CCP posts - 31 post(s) |
Archduke Ferd1nand
Nos Nothi
486
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Posted - 2015.05.28 04:19:00 -
[1] - Quote
Well, looks like Commando is new FOTM...
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Archduke Ferd1nand
Nos Nothi
486
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Posted - 2015.05.28 04:28:00 -
[2] - Quote
I disapprove of this change...It really just leads to more brick tanking because it destroys speed tanking entirely...also, it removes all viable shotgunning suits, which really REALLY REALLY SUCKS.
Scouts are horribly easy to kill, and can't get a kill off on a heavy because the heavy will kill the scout before the scout can kill the heavy.
Assaults (MN) are great for shotgunning because of speed combined with enough shield/armor to survive the spray and pray of shooting someone initially.
I really hope you rethink this change, or just nerf assault HP instead of speed.
HP is the problem, not the speed. Please don't make an already clunky game even clunkier.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
487
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Posted - 2015.05.28 04:37:00 -
[3] - Quote
Aeon: You're stupid to think that the Min assault is the best slayer assault.
Most versatile, yes.
Good slayer, yes.
Best slayer? Absolutely not. Assault wise, Gallente is the best 1v1 suit, tied perhaps with Amarr. Caldari is great if there are no scrubler rifles on the field.
People need to realize that the biggest problem in this game isn't players who can move fast because they don't give into the brick meta, but the brick meta itself which has created this irrational hatred towards fast moving suits.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
487
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Posted - 2015.05.28 04:46:00 -
[4] - Quote
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. GA assault is already superior to MN assault for everything but shotgunning...
Now that I have proto Gal Assault, I use it on open sockets in PC instead of minmitar simply because of how huge of an advantage it gives you in 1v1 situations.
MN assault is still my go to in closed sockets (city), but that is due to it being good for shotgunning.
Also, Rattati, please don't buff the Gallente. They really don't need it. I have no idea why you would do that.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 04:50:00 -
[5] - Quote
Rattati, I beg of you: Adjust eHP instead of speed for assault if they don't fit on the curve. They've needed an HP nerf for a while. Don't screw with their mobility though. That would be like giving the scrambler rifle ridiculous kick or something to balance it, instead of just nerfing the damage a tiny bit.
HP is the problem here, and I can personally promise that.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 04:52:00 -
[6] - 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. If 6% speed isn't the only thing giving minmitar assaults an "advantage" over Gallente, then what is? Is it the lower HP values? Perhaps the lower repair rates? Or could it be the inherent QQGALLENTEQQ that seems to have imbedded itself inside of every Gallente drop suit?
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 04:54:00 -
[7] - Quote
Adipem Nothi wrote: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. 9.73 m/s - MN Assault + 2 KinCats 9.18 m/s - GA Assault + 2 KinCats Difference: 5.99% (because maths) A % increase doesn't change the relative % increase regardless of the base you're starting with...LOLMATH.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 04:55:00 -
[8] - Quote
CCP Rattati wrote:Archduke Ferd1nand wrote:Rattati, I beg of you: Adjust eHP instead of speed for assault if they don't fit on the curve. They've needed an HP nerf for a while. Don't screw with their mobility though. That would be like giving the scrambler rifle ridiculous kick or something to balance it, instead of just nerfing the damage a tiny bit.
HP is the problem here, and I can personally promise that. They have so many slots that they can use kincats, is my opinion. I counter that by saying they having so many slots that they can use Armor Plates and Shield Extenders.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 05:03:00 -
[9] - Quote
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.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 05:10:00 -
[10] - Quote
Cat Merc wrote:Archduke Ferd1nand wrote: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. If 6% speed isn't the only thing giving minmitar assaults an "advantage" over Gallente, then what is? Is it the lower HP values? Perhaps the lower repair rates? Or could it be the inherent QQGALLENTEQQ that seems to have imbedded itself inside of every Gallente drop suit? Or maybe it's how 6% strafe speed > The HP you get from half a complex extender? Because yes that's the HP difference between a Gal Ass and Min Ass. And there's no way to increase strafe speed? 6% strafe speed is a fair amount, but at a certain point it doesn't matter. This is one of those instances. Strafing is more about technique than speed.
Speed is useful to a certain point, but really it comes down to skill of your opponent at hitting you, and your skill at avoiding it.
You could give people like Regnyum or myself or others a heavy suits, and we could out strafe most players. You could give a blueberry a minmitar assault with the strafe speed of speedy gonzales and he'd get killed just the same.
Also, sorry if I am rather incoherent, it is currently 1:00 AM where I live.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
488
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Posted - 2015.05.28 05:17:00 -
[11] - Quote
Cat Merc wrote:Archduke Ferd1nand wrote: 6% strafe speed is a fair amount, but at a certain point it doesn't matter. This is one of those instances. Strafing is more about technique than speed.
Speed is useful to a certain point, but really it comes down to skill of your opponent at hitting you, and your skill at avoiding it.
You could give people like Regnyum or myself or others a heavy suits, and we could out strafe most players. You could give a blueberry a minmitar assault with the strafe speed of speedy gonzales and he'd get killed just the same.
Also, sorry if I am rather incoherent, it is currently 1:00 AM where I live.
You're perfectly coherent, no need to worry about that And while it's true strafe speed is more about technique, you can't honestly say a heavy strafes just as well as a medium frame. The 6% extra strafe speed is enough to make the difference, and is certainly far more valuable than extra 30HP. Hitbox is the main reason for that, though the speed difference between heavy and medium is much greater than 6%, so that argument is also rather silly...
Agreed, it is more valuable than 30 HP. However, Minmitar assault also has ****** regen, and needs to be toned down in HP anyways.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
492
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Posted - 2015.05.28 16:11:00 -
[12] - Quote
Cat Merc wrote:Archduke Ferd1nand wrote:HP is the problem here, and I can personally promise that. You see, before the HP buff scouts were being the problem. Do you really believe removing an HP buff that was given due to Assaults being underpowered won't swing the balance in the direction of scouts too hard? Considering we've seen what happens without that HP buff? ....One does not have to nerf the assaults back to uselessness to remove the 100% HP buff they were given...just reduce HP to a point, and then see what happens.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
492
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Posted - 2015.05.28 16:17:00 -
[13] - Quote
CCP Rattati wrote:After digging around all day in stamina and regen, I can safely conclude that with regard to mobility, the Minmatar faction has, due to I believe a fundamental misconception, been double dipping in the speed jar.
The comparisons were done on both "distance covered until stamina pool is fully recharged" and "average speed while covering a fixed distance".
The intent with the design was to allow minmatar to travel approximately 5% faster, and Amarr approx 5% slower. Whereas, minmatar actually travels 10% faster and 15% faster than Amarr.
Now, I don't want to punish them, but bring the rest up.
For example, this means that Caldari Assault will now have 35 stam regen instead of 20, and Amarr 45, while Minmatar stays at 50.
With the reduction of normal speed, and differentation through sprinting, I hope we have a really good model as a foundation for speed.
The rules of thumb as applied to the Medium class now:
Mobility (stamina pool and recovery) CA/GA = normal Amarr= 5% lower Minmatar = 5% higher
Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x
eHP Basic = normal Logistics = lower Assault = higher
Speed Basic = normal Logistics = higher Assault = lower
Shield Regen on hold
While there is nothing gamebreaking about this increase, it will result in more fluidity across the spectrum and be a little more enjoyable.
This will have a cascading effect, as for example Light Basics are very out of shape in regard to most of these things. The other basics are more in line. Nobody in this game likes the minmitar
We have the worst regen, worst HP, and now our one advantage is getting close to nullified.
This makes me very sad.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Archduke Ferd1nand
Nos Nothi
497
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Posted - 2015.05.29 17:20:00 -
[14] - Quote
CCP Rattati wrote: We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed.
Sounds like thats how it should be right there
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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