CeeJ Mantis
Mantodea MC
192
|
Posted - 2015.05.28 14:54:00 -
[1] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Just something I was playing around with, an alternative idea on quantifying Mobility vs HP. This is just a rough, conceptual project (because this is what sickness looks like) so by no means are the numbers anything you should focus on. More or less showing an idea for a methodology of design. In short instead of comparing just movement speed and HP, you take a look at a composite of Movement Speed, Stamina, and Stamina recharge and then convert all 3 into a single value, and then compare it against HP. The advantage of this is, for example in the case of Logis and Assaults, you can give the Logistics more mobility but lower movement speed due to superior stamina, or vice versa. I present two test case studies that net fairly similar results but do so by buffing different stats. I also understand that the Mobility Index is tricky to come up with since it attempts to assign a cumulative worth of various stats and their weight within that sum. Math and ****. https://docs.google.com/spreadsheets/d/1s-Y9wlM7v8P6KT0xsjhkQqruUPDmJkuXWrTU2mswmMg/edit?usp=sharingWho knows, it may just be gibberish, haven't had much sleep lately and if this keeps up I'm going to start looking like Rattati. The way I chose was to calculate mobility as a "traverse" index, how long does it take to cross X meters, and how far can I get through one sprint and sprint recovery phase. I need to the same thing for shields and shield regen. For commandos, I have looked extensively into this. Here are some stats (with max HP skills):
Amarr: Shields: 250 (29.4% total HP) Delays: 7, 8 seconds Rate: 15HP/s Time to full recovery: 25 seconds
Caldari Shields: 500 (61.6% total HP) Delays: 6, 8 seconds Rate: 20HP/s Time to full recovery: 33 seconds
Gallente Shields: 312 (38.4% total HP) Delays: 7, 10 seconds Rate: 15HP/s Time to full recovery: 31 seconds
Minmatar Shields: 412 (53.2% total HP) Delays: 6, 10 seconds Rate: 18HP/s Time to full recovery: 33 seconds
Notes: Commandos have really bad base shield stats compared to assaults and/or sentinels, (I seriously considered putting a regulator on my galmando for quite some time). Especially Min/Cal as they they are so low that they aren't really worth augmenting with modules like rechargers and regulators. Hard to justify using your only low on a Caldari for a regulator when it saves you 2 seconds off of your recharge rate, and nearly 40% of your HP is armor. And some suits needing to wait 10 seconds for their shields to start to recharge is high considering that they are 38-53% of their total HP. It means commandos are out of the fight for a rather long time. With commandos getting another slot, it might be easier to make the justifications for these things, but I recommend the following improvements:
Ammar/Gal/MIn Copy the shield stats for sentinels. They have the same rates (+2HP/s for min), but lower delay times. Sentinels also have similar ratios of shield hp/total HP, so they should be generally better, but not necessarily overpowered. I definitely notice the delay times on my galmando, especially since my armor regeneration is so high by comparison
Caldari Copy the stats of the assault. This encourages fitting a proper shield tank rather than simply stacking 3 (or 4) damage mods, but the Cal sentinel's shield stats seem a bit much for a commando. Recent kills/spawn stats somewhat indicate that proper shield tanks are rather formidable. In addition, I recommend making a scout-like exception and rather than have a 4/1 slot layout, give them a 3/2. It limits damage mod stacking, and allows them to have more options like having a regulator and an armor repairer (38% of their HP is armor)/stamina/speed mod on their suits. Commandos are notably more fun when they feel less cumbersome.
Longest plasma cannon kill: 236.45m
|
CeeJ Mantis
Mantodea MC
194
|
Posted - 2015.05.28 17:44:00 -
[2] - Quote
Mini-rant here: Nobody seems to like commandos, but givw the assault the commando's bonuses and weapon selection, and people seem all ln board. 2. This assault pity about how the class with the highest kills/spawn is going to be hit so hard by this small adjustment because their assault wont be the second fastest, and have more hp than a commando, hits similarly hard as a commando, and gets a bonus to weapon performance (cal is a notable exception), and has more slots than most suits in the game so you can make it do whatever you want is so hard. Seriously, the suit is not so bad if yoi are all using it, and performing well with it. 3. all this talk of compact nanohives on their new "slayer-logi" proposal fits, and nobody wants to fit a nanite injector?
Longest plasma cannon kill: 236.45m
|
CeeJ Mantis
Mantodea MC
195
|
Posted - 2015.05.29 15:59:00 -
[3] - Quote
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.
Longest plasma cannon kill: 236.45m
|