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DeathwindRising
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Posted - 2015.05.27 09:27:00 -
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CCP Rattati wrote:Cat Merc wrote:A simulation of that in DUST would be like giving Gallente same or better sprint speed than Minmatar, but nerfing the stamina so it can only be used in short bursts. Logged on the Big Board
Jesus I think I just saw a flock of flying pigs...
How long have we been asking for this lol?
I guess we just make cat post stuff from now on when we need results |
DeathwindRising
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Posted - 2015.05.27 09:41:00 -
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Doc DDD wrote: Go figure, Rattati quick to buff armor suits when one person asks...
8 threads on boards regarding caldari shields being garbage and not a single reply.
Make sure Caldari has absolutely no choice but to sit behind a rock in the redline, both infantry and HAV.
Why not give madrugars a built in nitro booster because 'EVE' and who cares about balance?
How about remove all the stacking penalties from caldari shields, drastically increase damage threshold, and make the suits run faster, you know, since they need to run back to the redline as soon as they are spotted now that gallente have been green lit for turbo.
Hey to be honest, most my complaints with shields are being indirectly handled here. The minmatar assault mobility was an issue for me. But also it's dual tanking ability needs to be addressed. And then the ScR being addressed so I don't die when it looks at me from 0m - 100m away |
DeathwindRising
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Posted - 2015.05.27 11:26:00 -
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Kaughst wrote:Iron Wolf Saber wrote:Cat Merc wrote:CCP Rattati wrote:Cat Merc wrote:A simulation of that in DUST would be like giving Gallente same or better sprint speed than Minmatar, but nerfing the stamina so it can only be used in short bursts. Logged on the Big Board \o/ Amarr meanwhile would just have stupid amounts of stamina while being slow. Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
interesting. |
DeathwindRising
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Posted - 2015.05.27 20:32:00 -
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Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
That was my feedback, caldari will be nerfed to be slower than gallente if gallentes speed is buffed. complex regulator gives you 100% more stamina and regen on a suit with 5 lows. Unless you are planning on giving it a quarter of its current stamina and regen there will be even more imbalance.
Why doesn't caldari have a much higher movement speed as it is only using shields? If you are giving gallente higher native top speed why not give caldari higher movement speed similar to minmitar assault ( which dual tanks ). Similar to vehicles, Gunlogis are better a manoeuvring while gallente has higher top speed?
Isn't that how balance works?
There is no rant, just trying to paint a picture on how certain things are being perceived.
This doesn't resemble what you posted in the sligthest, it was an accusative rant, and there's no mistaking it. And quit trying to logic, you suck at it, a buff to gallente does not automatically mean caldari were nerfed. So if you buffed every suit in the game save the heavy suit, this would not be a heavy nerf? Go back to school No, in fact it would not, a nerf is a reduction, unless the heavy suit was in fact reduced in some fashion, then it is not a nerf. Are you unfamiliar with meaning and cause/effect?
Yea but buffing the performance of something to be better than something else may not be a nerf, it still leaves an imbalance.
If we were to use eve as an example, it's true that caldari are the slowest, but they also excel in other areas such as high agility, the longest targeting ranges of any race, and also the ability to fit some of the highest eHP builds of any race often twice as much as any other.
None of those traits are present here in dust. Caldari are slow, mostly blind in terms of passive scans, low agility, and suffer low power shields (shield eHP / shield regen ratio) when fielding a full traditional shield tank. Caldari counter speed with the ability to engage targets at long range. You can't do that when your passive scan are natively non viable.
The issue with shields is that a full shield tank leaves you with less hp and zero regen at any range when caught without cover vs armor with more HP and often damage than shields can field in defense |
DeathwindRising
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Posted - 2015.05.28 01:19:00 -
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Cross Atu wrote:True Adamance wrote:Scheneighnay McBob wrote:Pokey Dravon wrote:Scheneighnay McBob wrote:Wouldn't it make more sense just to buff logi eHP and nerf assault eHP? If it fits the HP/speed curve, sure. That's what I mean: logis are too squishy for their role Placing equipment, staying out of lines of fire, and repairing other suits....requires large quantities of HP? I don't think so. Staying out of the line of fire requires speed, and if that "line of fire" is defined by someone wielding a weapon, say an assault with a CR, AR, RR, or SCR, then that "line of fire" can advance on you, meaning your relative speed becomes very relevant indeed. Furthermore placing equipment (in a combat zone), staying out of the lines of fire (while saying directly in the thick of combat to rep and revive) et al most certainly do require some level of HP, what level of HP is directly proportional (inversely) to level of speed in many cases as you need enough speed to GTFO when under fire and enough HP to have sufficient time to employ your allotted amount of speed. Without the minimal levels of combined speed and HP needed to at least flee effectively then any role is in a very poor state indeed. (Sententials can't flee very well, but they still highlight this point as they have enough HP to tank incoming fire and kill the hostile forces, that however is clearly not what we want a support role to do so agility makes sense).
Then by your statement, caldari as a race in dust is broken. They can not GTFO. They have neither the hp to tank effectively against armor or the speed/stamina/agility to outrun the amarr or minmatar, and soon perhaps the gallente.
If the caldari are to be at the mercy of tougher, more damaging, longer lasting, faster opponents, it seems they will spend the majority of their time defending themselves from attack rather than attacking. I would assume then, that caldari would have superior defensive capabilities. Yet most players would say this isn't the case.
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DeathwindRising
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Posted - 2015.05.28 01:29:00 -
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Cross Atu wrote:Kalante Schiffer wrote:None of their bonuses are something that helps them you know... assault! I am sorry but the reload and dispersion bonuses are not cutting the cheese for cal and gall assaults. Now they get nerfed. The assault class has no identity it doesn't know what they are.
No good bonuses, some of the weapons for each race do not even excel nor work properly with their own suits. Like, example the Rail rifle currently is being wielded by gall assaults such as myself because i know it is a much better option than to use an assault rifle. I have zero business to use a duvolle on my gall assault because it is just not worth it other than for fun. When it comes to PC in a competitive setting that is where everything changes. Play styles change, suits change, weapon's personality changes.
Why? why would i not use the gall's racial weapon in a competitive setting? because... it sucks. Simple as that. To use an AR on a gallente and shoot what it feels like a bb gun against a wall of tanked out proto heavies with infinite reps.The weapon even in CQC even though it is a CQC weapon it gets owned by the RR and CR. The racial bonus for it is just not good enough to help. Whilst my rail rifle in my gall assault it can get the job done against armor at close, medium, and long range so why should i bother to use a duvolle?
i could go on and on about the caldari and ammar but that is just my thoughts of how the assault class as right now they have no identity, we do not even got their racial bonuses right much less what their role in the battle field is. To me they are currently just there to fill the game with content and that's about it. A rather vivid description of why the racial assault skills need to be revisited. Wouldn't hurt to have a clear vision on how light weapons, especially the rifle types, are supposed to work 'naked' compared with how they should work when optimized by synergy with their proper racial assault. +1 well said
Yea but I'll point out that the situation was again an instance of expecting an anti shield weapon to perform competively against armor suits using anti armor weapons.
Too much armor and not enough shield targets |
DeathwindRising
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Posted - 2015.05.28 01:41:00 -
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Kalante Schiffer wrote:So assaults get nerfed without giving gall and cal assaults a decent bonus? PC meta heavy spam with even more logis behind their @sses and scout spam. While assaults get pushed behind the curtain. Assault suits more like basic suits. There is nothing enticing about assaults suits.
None of their bonuses are something that helps them you know... assault! I am sorry but the reload and dispersion bonuses are not cutting the cheese for cal and gall assaults. Now they get nerfed. The assault class has no identity it doesn't know what they are.
No good bonuses, some of the weapons for each race do not even excel nor work properly with their own suits. Like, example the Rail rifle currently is being wielded by gall assaults such as myself because i know it is a much better option than to use an assault rifle. I have zero business to use a duvolle on my gall assault because it is just not worth it other than for fun. When it comes to PC in a competitive setting that is where everything changes. Play styles change, suits change, weapon's personality changes.
Why? why would i not use the gall's racial weapon in a competitive setting? because... it sucks. Simple as that. To use an AR on a gallente and shoot what it feels like a bb gun against a wall of tanked out proto heavies with infinite reps.The weapon even in CQC even though it is a CQC weapon it gets owned by the RR and CR. The racial bonus for it is just not good enough to help. Whilst my rail rifle in my gall assault it can get the job done against armor at close, medium, and long range so why should i bother to use a duvolle?
i could go on and on about the caldari and ammar but that is just my thoughts of how the assault class as right now they have no identity, we do not even got their racial bonuses right much less what their role in the battle field is. To me they are currently just there to fill the game with content and that's about it.
Because CCP never finished the puzzle. The whole picture includes weapons, the suits they're supposed to be used on, racial doctrines, and the synergy between them. So far CCP has treated weapons, and suits as separate things and no regard to racial doctrine or synergy.
But has anyone asked Rattati why certain suits use certain weapons even when they're not racially aligned? Like minmatar logis and assaults running gallente shotguns, and plasma cannons? Why aren't those weapons effective on their own racial suits?
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DeathwindRising
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Posted - 2015.05.28 01:52:00 -
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Adipem Nothi wrote:True Adamance wrote: It appears that you still have no presented a reason why the logi needs to be 'faster' than the assault
No two factors affect survivability more than HP and Speed. Where both are low, we find underpowered units. Where both are high, we find overpowered units. Where one is low, and the other is high we find balanced units (all else held constant). It stands to reason that a tradeoff should exist between these two survivability factors. Out-of-the-box, a Logi has 200HP less than its Assault counterpart. This alone is sufficient reason, in my opinion, for them to be faster than Assaults.
Yet in eve, logis have more eHP and are far slower. Balanced yes?
Then why were the "killer bees" a problem? The had more hp than assaults and were slower, which exactly what they're going back to.
The difference between a logi in eve and a logi in dust is that logis in eve don't have anywhere near the offensive capabilities of assaults. Their dps is non existent.
In dust though lol, they have exactly the same dps as assaults.
An assault with an AR and a logi with an AR deal the same exact damage.
That's why we had problems with scouts being better assaults too months ago.
CCP doesn't want to give weapon damage bonuses to separate offensive roles from defensive or support roles. |
DeathwindRising
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Posted - 2015.05.28 02:16:00 -
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Adipem Nothi wrote:DeathwindRising wrote: Then why were the "killer bees" a problem? The had more hp than assaults and were slower, which exactly what they're going back to.
Will a Logi built to slay truly have more HP than an Assault built to slay? If so, how? Their base HP are separated by a 200HP spread. Not to mention, fitting restrictions and recovery rates. It'd be nice if we could get Cyrus to wire up protofits for test builds!
Edit: The last thing I want to see is a return of Slayer Scouts or Slayer Logis. If this is even a remote possibility, I'd fully support implementing harsher plate penalties for one or both classes. I believe this can be done, as it's been done before with Scouts and armor-plate strafe penalty.
The cal logi has an extra low slot and pg mods have been moved to high slots. Stack armor then supplement with shield extenders for a bricked dual tank. So it may be possible to just brick it |
DeathwindRising
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Posted - 2015.05.28 05:14:00 -
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CCP Rattati wrote:alias lycan wrote:Cross Atu wrote:CCP Rattati wrote:Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role... I am not worried about killer bees. sprint and strafe speeds are just multipliers off of movement speed, so all go up. As a CPM and thus community rep I feel it important to confirm, publicly and on the record that CCP Rattati is not a sufferer of melissophobia, unlike some poor unfortunates in our community. Rattati wasnt around long enough to remember. The real vets still have scars from the numerous stings. I believe rattati mentioned something about cal logis being punished for old sins. Well the sin was it was the only suit that could have 600 shielding with room to spare. I've played longer than you, or a matter of fact anyone here. I was the first alpha tester and have played every build ever since
Can I add you as a contact so I can see your stats? |
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DeathwindRising
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Posted - 2015.05.28 05:32:00 -
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CCP Rattati wrote:True Adamance wrote:KAGEHOSHI Horned Wolf wrote:Pokey Dravon wrote:KAGEHOSHI Horned Wolf wrote: I get your point, but even if all of the racial assault bonuses actually made a difference (only 2 really do), that still doesn't trump the multitude of equipment slots. Its really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis.
See that's where it gets really tricky because you're then dealing with a qualitative analysis of relative worth between Assault Bonuses (and you're right only 2 are really worth it) and having more equipment. I personally feel that people seem to put more worth in the equipment than they should, mostly due to leftover fear from when Logistics were stupidly broken, but again that's just a personal assessment. I think what Rattati is really going for here is "How can we make all suits feel roughly equally survivable?" and I feel that's a good direction to go with it. And as you have stated, the tradeoff of speed vs defense makes the suits 'equal' which I also think is a good thing. At which point my main question is "How can we make the Assault Bonuses feel like they're a fair tradeoff from the Logistics equipment?" Sadly I fear the answer is probably "Well if only the Commandos and Assaults were combined into one suit....." but that gets really tricky because it would basically mean the removal of Commandos from the game, which would likely be a nightmare on many fronts. Plus I have some pretty strong personal bias in that I love my Commando Q_Q So I guess for me I would say to all of the Assault players out there: "Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?" I guess we'll have to agree to disagree on the qualitative value. I do think the assaults' bonuses are canceled out by the logitics' bonuses, so I don't count it as a point for the worth of assaults vs logistics and their equipment. Anyway, I'm still not convinced the assaults need a speed nerf. I would be alright if it was something small, but the proposal is far too drastic, and undermines the assault's role of being a mobile frontline fighter that rushes objectives. Furthermore, I think the logis would be in a good place with the speed buff without having to nerf assaults. I meant to say " Its NOT really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis," but I didn't edit the post fast enough. Seems like you know what I meant, but felt I should clarify. This is what I mean. Assaults are as Kage put it "Mobile Frontline Fighters that rush objectives". This is their fundamental role. Ensuring that their are always players on the frontlines pushing for the objective. Speed nerfs directly and rather significantly hinder this role. Only one suit at this time to my knowledge is "bleeding over" into the Scout Class the others seem relatively balanced in terms of their movement speeds without modifying them via modules. Logistics I can understand want to have some bonuses but in being one I realise I don't need to be faster than an Assault to do my job well, if anything I want to roughly be the same speed as them as there is no point in out running the team I am supposed to be supporting, if I am with multiple forms of equipment then I am directly bleeding into the Scout Class. Were my Assault's Speed nerfed and the Logi buffed significantly I would just tank my Amarr Logi better and use that as an Assault suit for its speed and being able to carry equipment. If the speed values were standardised or the Logi buffed to Assault Speeds the suits would still in their current forms retain enough unique traits to merit the use of the Assault. 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.
Getting out of danger? That's an occupational hazard that's part of their job. But keeping up with other units? Just give logis boat loads of stamina so they can just sprint everywhere.
What I hate seeing are logis walking the sentinel dogs around on leashes all damn match. Those dudes don't do anything else. They don't revive anyone, resupply anyone, they don't scan, they just farm WPs off heavies.
I can't tell you how many times I've heard logis say they "need" a heavy. I always ask them, "for what?" Because I know all they want is to rep heavies and nothing else. Those logis are about as useful to me as redline snipers.
I'm against making logi movement speed greater than sentinel sprint speed. |
DeathwindRising
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Posted - 2015.05.28 05:49:00 -
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Cat Merc wrote:DeathwindRising wrote: Can I add you as a contact so I can see your stats?
His player name is a secret. If you find it, you get banned. Rattati said so himself :P
His dev account stats or can he just post his stats in a thread somewhere? I want see how some who has played this game longer than us performs. |
DeathwindRising
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Posted - 2015.05.28 07:21:00 -
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Juno Tristan wrote:Can we apply the same modifiers to the Assault jump height?
I know i sound like a broken record, but I hate not being able to jump those goddamn short barriers!
Why can't you use myofibrils? They increase jump height |
DeathwindRising
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Posted - 2015.05.28 07:27:00 -
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CCP Rattati wrote:Sgt Kirk wrote:wait, what?
Same CPU and PG across the board for all races???
What?
Am I reading that right? If you look at the data, as I have, the differences are negligible. As explained in a previous post, I intend to balance through role bonuses and fitting costs.
Will you also balance the weapons and suit combos?
For example. It had always annoyed me that gal logi or any suit using damage mods out damage and out range cal assault with a RR. My argument can be proven mathematically. |
DeathwindRising
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Posted - 2015.05.28 07:37:00 -
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Juno Tristan wrote:DeathwindRising wrote:Juno Tristan wrote:Can we apply the same modifiers to the Assault jump height?
I know i sound like a broken record, but I hate not being able to jump those goddamn short barriers! Why can't you use myofibrils? They increase jump height I'm aware they exist, I'm saying the baseline is too low likewise you shouldn't need them on a heavy to jump a curb
Because that baseline is tied to movement speed or something and isn't a separate value that can be adjusted. At least I thinks what I remember hearing. That's interesting because won't these new movement speeds affect everyone's jump heights? They will all become lower yes? |
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Posted - 2015.05.28 11:00:00 -
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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.
hallelujah!! **** the matari \o/ |
DeathwindRising
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Posted - 2015.05.28 11:08:00 -
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Breakin Stuff wrote:CCP Rattati wrote:
Shield Regen on hold
For shield regen, may I suggest lowering the recharger and energizer efficiency by 10% and setting the shield depleted recharge delay as the only time shields stop regenerating? The lower HP pool and absolutely destructive effect by shield breaker weapons will keep them in line, while lowering the capacity of the rail rifle and combat rifle from casually blowing through the shallower HP pools. The regen loss due to shield regen stopping from a stray shot can be crippling To a shield user. The only dropsuit that is shield dependent and viable in a firefight with scramblers or plasma in close is the calsent. I'm not saying that shields should be equal in a brawl, but right now they fold up like a wet sack under fire, and by and large it's hard for me to determine why. The balance between shields and armor is close, but without the sniper outliers they feel like they need something. Without more kill/spawn numbers from you on various weapon/suit combos I can only go on the oobservation that caldari shield fits feel squishy as hell, wheras the minmatar can get away with either armor fits with damage mods or a speed fit with a shield buffer or damage rack to tear up the battleground. Interested to hear your thoughts on this topic, honestly. I'm actually very interested in the numbers and if I am wrong. But my feel for the assaults and logis is they have much less use on the field than the calsent except as snipers.
i dont know man. ive fought caldari vs caldari through bad hit detection and lag... a 1v1 lasted almost 10 mins with both of going through almost 4 proto nanohives. if the shields always were recharging, it'd be near impossible to kill them as they wiggle and strafe.
I honestly thought I wanted what youre asking for myself almost a year or two ago but not anymore. it'd be horrible.
I'd rather the shield hp to regen ratio looked at. particularly so that shields always recharge to full within a given time frame, regardless of total shield capacity.
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DeathwindRising
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Posted - 2015.05.28 14:18:00 -
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Rattati ****** up...
when he move PG mods to highs he unleashed some true BS.
my cal assault has 634 shields and 639 armor
i got another fit with 634 shields 3sec delay and runs at 9.18m/s
wtf just happened? |
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Posted - 2015.05.29 03:22:00 -
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I was wondering... Why are we doing this?
I mean why is high HP and high mobility/speed a problem? I know that it is currently but why is it mechanically an issue in the first place?
I remember when we tried getting kincats moved to high slots and damage mod moved to low slots. This issue of high hp and speed came up.
Is there's mechanically a reason why high speed and hp fits are a problem and not high hp and high damage fits?
Is there or should there be a curve for damage vs hp? |
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Posted - 2015.05.29 10:52:00 -
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Breakin Stuff wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. This is going to exacerbate the extant problem, sir. I respectfully request that you not actively provide avenues for people to exploit the hit detection in the game. This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary. I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that this is the primary and most successful "tactic" it shows that strafe speed is a problem. Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game. This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server.
i killed two proto sentinels yesterday at 20m with an exile lmao. of course i had 639 armor and 4 complex damage mods... still though lmao.
and then i tried a a 634 shield hp 9.18m/s sprint speed cal assault... the min assaults nearly crapped themselves when i started running circles around them and they couldnt outrun me.
but the min assault is the worst offender of strafing because theyll use ACR... they have twice as much ammo as they need to kill anyone, which becomes an issue when poor hit detection waste most of your clip trying to kill them, the min dont suffer as much from it. |
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DeathwindRising
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Posted - 2015.05.29 10:59:00 -
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True Adamance wrote:CCP Rattati wrote: Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
Why do you think the Assault needs greater walking or strafe speed? As Breaking said standing in the open and wiggling around is not a viable strategy, nor should it ever be encouraged. Faster sprint speed is significantly more suitable for the Assault Class. Since Assaults need to be on the front lines as often as possible and Logistics simply cannot use their equipment while sprinting.
quake and unreal tournament... only games i can think of where strafing was actively designed to be part of skilled combat.
however im not sure if strafing is the problem as much as i think there are still mechanical and code issues that should be worked out.
remember when we weapon damage kept getting increased before hit detection got improved two years ago? right after that TTK dropped through the floor and everyone said the game felt too "campy" after.
sure we need to address the strafing issue, but i hope we havent stopped looking for the root cause of poor hit detection |
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Posted - 2015.05.29 19:13:00 -
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Aeon Amadi wrote: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?
We desire to strafe, because it allows us to take advantage of flaw in hit detection and dodge bullets...
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Posted - 2015.05.30 03:08:00 -
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Cu' Chulainn wrote:DeathwindRising wrote:Doc DDD wrote: Go figure, Rattati quick to buff armor suits when one person asks...
8 threads on boards regarding caldari shields being garbage and not a single reply.
Make sure Caldari has absolutely no choice but to sit behind a rock in the redline, both infantry and HAV.
Why not give madrugars a built in nitro booster because 'EVE' and who cares about balance?
How about remove all the stacking penalties from caldari shields, drastically increase damage threshold, and make the suits run faster, you know, since they need to run back to the redline as soon as they are spotted now that gallente have been green lit for turbo.
Hey to be honest, most my complaints with shields are being indirectly handled here. The minmatar assault mobility was an issue for me. But also it's dual tanking ability needs to be addressed. And then the ScR being addressed so I don't die when it looks at me from 0m - 100m away Min Assault is SPLIT between tanks NOT dual tanked. Speed is the best defense for us. Makes us susceptible to Sheild and Armor based weapons. We also have to use a balance of Energizer/Recharger + Regulator + Armor rep to compete against High damage weapons Like RR and ScrR. Min Assault was already nerfed once. Caldari w Overtank Sheilds and Complex Ferroscale plates...CBT rifle almost stands still against it. Flanking + Speed + dual regen is what I have. Don't listen to this Clown!
Let me be more specific for you in particular... My issue with minmatar assault is when they run their 400 shield and 400 armor fit. |
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Posted - 2015.05.30 09:49:00 -
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Varoth Drac wrote:Thanks for the spreadsheets Adipem. Regarding "my" model, I wasn't stating what I personally think should happen, but what Rattati suggested he might do to tweak his original proposal, based on feedback. So really this an approximate Rattati's latest proposal. Though it wasn't formal, and was likely to change. Still, it's the latest word. Except I believe Min assault speeds are a little higher on the sheet than his design.
If I was going to design a proposal, I'd go with this:
Reduce Assault hp by 50 (half as much reduction as Aeon's tab). Or maybe only around 30?
Reduce speed by about 0.3, which should get them onto the curve.
Give assaults a bonus to movement speed, 1% per level. At level 5 this should give them speeds almost equal to what they have now.
Increase logi and commando speeds as per Rattati's proposal.
Speed and hp together is now the assault suit's defining speciality. They fit the curve, but are bonused to break it. Allowing them to be light weapon, frontal attack slayers, but unlike commandos, they rely on speed more than brute strength and high defence. Scouts will be faster, and logis will be almost as fast, but neither have the hp, fitting, or bonuses to beat assaults at frontal assault.
Keep sprint and strafe multiplyers what they are now. Tweak stamina so it makes sense. Maybe tweak Min assault speed or hp a bit.
The speed hp curve will be good. Assaults have a role defined by their bonus. Assaults as a whole will suffer a small nerf, which hopefully will balance them when compared to scouts and sentinels. (Though cloaks probably still need fixing for true balance).
Why would you nerf assault speed and then bonus assault speed?
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Posted - 2015.05.30 11:28:00 -
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Varoth Drac wrote:DeathwindRising wrote: Why would you nerf assault speed and then bonus assault speed?
Ratatti's suggestion was to fit assaults onto the curve, but buff their sprint modifier so they can still be fast. I don't like the idea of changing sprint modifiers as I think it's over complicated and not very transparent. Also, some people aren't happy with just having high sprint speed, they want high run speed aswell. So as an alternative I suggest giving assaults a speed bonus instead. Which would both be more transparent and maintain both good speed and sprint.
i'm finding trouble seeing how any of this will result in actual balance.
there are currently 33 pages concerning the balance of only two characteristics.
power (ability to deal damage)
defense (hp and regen)
speed (movement, sprint, strafe, stamina/regen)
ewar (dropsuit profile, Precision, and range)
support (equipment)
(slot layout and fitting capacity serves only as a means to increase these characteristics)
these five characteristics are present for each and every suit in the game yet here we are only concerned with balancing two of them? how do we achieve overall balance by neglecting the other characteristics?
how does only adjusting speed and HP level of dropsuits and roles achieve overall balance?
where our current goal to keep players from achieving both high HP and speed values at the same time, it should be the opposite. high hp and high speed fits should be possible and allowed, but it should be balanced by reducing the other attributes.
If i gave you 5 points to divide up among those five characteristics we would have balance. |
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Posted - 2015.05.30 12:45:00 -
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Breakin Stuff wrote:Deathwind, I hate to break it to you, but those attributes do not translate to 1:1 equivalent value.
At all.
Right now HP and speed have the sharpest curve to suitability just as profile and scans did four months ago.
The HP to speed is the hardest ratio to tweak to a balance. Once we have that baseline the other attributes can also be tweaked to fine-tune the suits to equality of utility.
The ewar system needs an overhaul in entire and I'm imagining Rattati eyeballing a broadsword whenever the prospect of trying to fix THAT disaster crosses his mind.
Smoothing the sharp, jagged edges of the HP/speed ratio gives a baseline and will show how much speed vs. HP matters. Then the curve can be expanded or contracted as needed to even out the values.
theyre not meant to be thought of as 1:1 ratio. Im only talking about that overall balance is more than speed vs hp.
for example the charts show BASE hp vs speed and then a bricked version.
how does that include the manipulation of slot layouts? a combo of shield extenders and kincats now made possible since PG mods were moved to highs? |
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Posted - 2015.05.30 18:20:00 -
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Cross Atu wrote:DeathwindRising wrote:Varoth Drac wrote:DeathwindRising wrote: Why would you nerf assault speed and then bonus assault speed?
Ratatti's suggestion was to fit assaults onto the curve, but buff their sprint modifier so they can still be fast. I don't like the idea of changing sprint modifiers as I think it's over complicated and not very transparent. Also, some people aren't happy with just having high sprint speed, they want high run speed aswell. So as an alternative I suggest giving assaults a speed bonus instead. Which would both be more transparent and maintain both good speed and sprint. i'm finding trouble seeing how any of this will result in actual balance. there are currently 33 pages concerning the balance of only two characteristics. power (ability to deal damage) defense (hp and regen) mobility (movement, sprint, strafe, stamina/regen) ewar (dropsuit profile, Precision, and range) support (equipment) (slot layout and fitting capacity serves only as a means to increase these characteristics) these five characteristics are present for each and every suit in the game yet here we are only concerned with balancing two of them? how do we achieve overall balance by neglecting the other characteristics? how does only adjusting speed and HP level of dropsuits and roles achieve overall balance? where our current goal to keep players from achieving both high HP and speed values at the same time, it should be the opposite. high hp and high speed fits should be possible and allowed, but it should be balanced by reducing the other attributes. If i gave you 5 points to divide up among those five characteristics we would have balance. The type of balance you describe cannot be applied without establishing ratios so that the effective value of each raw stat is on a 1:1 scale since clearly the raw numbers do not hold 1:1 value. 2 dB points is not equal to 2 points of stamina, 2 m/s move speed is not equal to 2 HP, etc. Until ratios are established we cannot define the actual content of those "5 points" you describe above and thus cannot divide them successfully. We need ratios to be able to move toward the type of balancing method you describe, which is AFAIK why the OP exists, because being able to move towards the more full fundamental balance you describe is desirable, but it requires a context which is currently lacking. Thus applying a framework that compares the relative values of things that have similar effects (of course no two stats will ever have the same effect or they'd just be one stat) in this case general survivability within matches, is called for. Baselines need to be established, for stats and for their modifiers (slot layouts and skills) but intermingling those two is a recipe for madness. It is find and good to say that all things should be considered, and you are quite right they should all be considered, but clearly considering them simultaneously without baseline frameworks in place is ineffective within a complex system like Dust, if it were effective we'd have had tighter balance a long time ago not a rotating FotM for years as things have been, especially not with the use and utility margins that have been recurrent. So, how do we achieve balance by balancing only two characteristics? We don't. Just like we don't achieve balance by trying to (in computer parlance) 'brute force' a solution by weighing everything at once without a frame work to assess what value or effective weight each factor holds. Thus we need to take an iterative approach, as the OP does, by defining frameworks. With those in place we can weigh all factors. Cheers, Cross
Yes and that's what annoys me. We haven't even established a basic design for how things should interact with each other. I'm not a fan of designing five separate things first and then going back to see if they work and fit together. It's backwards. Like making puzzle pieces first and then printing the picture on the pieces after, instead of taking the overall picture and then breaking it up into separate pieces.
Cooking a meal for example, usually starts with the recipe. You don't go and buy ingredients first without a recipe. That what were doing. Were taking the ingredients of the game and balancing them without a recipe for reference. I don't have high hopes for the end result using this method because we don't even know if wee are including all the necessary aspects that we will later want to balance together or how we even want them to interact with each other. |
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Posted - 2015.06.02 01:54:00 -
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A note of concern. There's too much bias toward hp tanking. Rattati mentions an additional slot for commandos. Why?
Are slots only for extenders and plates? Why can't anything other than hp mods be viable or useful? If you're going to add a slot, what are all possible uses of slot and are any of them going to make it otherwise OP?
If caldari commando gets an extra slot, will it be a high slot for hp and damage mods or a low slot for an additional shield regulator for increase regen ability or kincats and cardiac regulators for increased mobility. That's what an additional slot offers.
Rattatis KDR data already shows the the cal commando as the most efficient suit in the game as a sniper platform. Would an additional high slot really be used for an hp mod or to further bolster it's already impressive sniping ability? |
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Posted - 2015.06.02 03:14:00 -
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Pokey Dravon wrote:DeathwindRising wrote:A note of concern. There's too much bias toward hp tanking. Rattati mentions an additional slot for commandos. Why?
Are slots only for extenders and plates? Why can't anything other than hp mods be viable or useful? If you're going to add a slot, what are all possible uses of slot and are any of them going to make it otherwise OP?
If caldari commando gets an extra slot, will it be a high slot for hp and damage mods or a low slot for an additional shield regulator for increase regen ability or kincats and cardiac regulators for increased mobility. That's what an additional slot offers.
Rattatis KDR data already shows the the cal commando as the most efficient suit in the game as a sniper platform. Would an additional high slot really be used for an hp mod or to further bolster it's already impressive sniping ability? Well personally speaking, I want an additional high slot on my Gallente Commando so I could have a damage mod at STD levels.
Also as for forced equipment, it's really not going to do much. People will simply stack on 4 Compact Nanohives and call it a day. It's a crude solution that won't bear the degree of intended results that people want. The only way to properly get the intended effect is through fitting reduction bonuses.
Two highs on gallente would be awesome and scary. I've always thought the gal commando should be a beast of a brawler and that extra damage mod would give a huge punch. Plus, right now cal assault can actaully match it's damage with Ar's by stacking 4 complex damage mods. Kinda dampens the unique feeling of being the best in plasma weapon damage if other race can do it too without bonuses |
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Posted - 2015.06.02 14:08:00 -
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Adipem Nothi wrote:Kaeru Nayiri wrote:As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection. Completely agree. Though I'm not sold on a specific multiplier ... One more graph Google Doc: Strafe Speed MultipliersPlots strafe speeds at multipliers 0.9x (present) through 0.6x (chromosome). Includes two "baselines" for point of reference. The upper baseline is current MN Assault strafe speed; the lower baseline is current MN Sentinel strafe speed. A few observations ... * At a strafe multiplier of 0.85, tomorrow's MN Assault (4.51 m/s) would strafe at roughly the same speed as today's MN Logi (4.5 m/s).
* At a strafe multiplier of 0.8, tomorrow's MN Assault (4.24 m/s) would strafe at roughly the same speed as today's GA/CA Logi (4.23 m/s).
* At a strafe multiplier of 0.7, tomorrow's MN Assault (3.71 m/s) would strafe only slightly faster than today's MN Sentinel (3.65 m/s).
* If we implemented Chromosome's sprint multiplier of 0.6, tomorrow's MN Assault (3.18 m/s) would strafe at lower speed than today's AM Sentinel (3.29 m/s).
these are without plates yes? this is good as it lets get a feel for potential changes.
excellent |
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Posted - 2015.06.04 15:20:00 -
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just in case anyone forgot where we have gone with this before...
here was the discussion from the last HP penalty and speed balancing we did regarding issues with shield extender and armor plates back last november
https://forums.dust514.com/default.aspx?g=posts&t=181612
- apparently extenders almost got a speed penalty because of the cal scout. Thats wouldve been a nerf to all shield tanking for every suit despite the imbalance between armor and shield tanking. (Rattati almost got himself crucified over it lol)
- we knew that logistics speed vs assault speed didnt make sense (this was back in November 2014 mind you)
- there was concern that reducing strafing speeds would somehow work against us when you include aim assist and bullet adhesion. basically, less skill involved with shooting
- i thought this was funny : "If you'd fix strafe speed you wouldn't have to herf hit detection. RollRollRoll"
- from post #75 by Rattati himself.... "Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few." (and here we are today, nerfing strafe speeds lol)
- there was talk about gallente vs caldari speed. confusion over why they have similar speed when in EVE they do not. there was agreement that gallente should have higher sprint speed than caldari
its 21 page thread but give a read to know the history of what been discussed before |
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Posted - 2015.06.04 20:04:00 -
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Ghost Steps wrote:If strafing is dealt with then whats gonna happen to scouts, thats their most used way survive.
besides what? jumping and cloaking and using damps or generally being faster than everything else? |
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Posted - 2015.06.05 17:50:00 -
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Vesta Opalus wrote:DeathwindRising wrote:Ghost Steps wrote:If strafing is dealt with then whats gonna happen to scouts, thats their most used way survive. besides what? jumping and cloaking and using damps or generally being faster than everything else? Not sure you understand: Its pretty much impossible (if you are using a rifle) to kill anything over 500 hp quick enough to prevent it from turning around and shooting back. Without strafing this means that scouts will lose frequently and automatically to anyone with ~400+ ehp depending on how good the scouts aim is and how fast the target's reaction is. Removing strafing is a nerf to any scout that isnt shotgunning/plasma cannoning, and scouts will need to be buffed to compensate.
i understand that scouts are meant to be fragile. I understand they are meant for moving quickly and stealthily. I understand that are excellent at picking off stragglers and wounded targets. I understand they are excellent at hacking.
and I understand that they are absolutely not suited for direct combat. Stop complaining that scouts can't slay. Scouts have a role, it's your choice if you want to play outside of it |
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Posted - 2015.06.05 17:55:00 -
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Here's a question, will shield regen (recharge + delays) be redone to follow a speed vs hp curve?
I think that the slowest units should have the highest regen, as theyre slower at getting into cover or avoiding enemies. |
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