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Thread Statistics | Show CCP posts - 31 post(s) |
Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.27 08:51:00 -
[1] - Quote
Looks like you are going to make the minmatar commando just as quick as a caldari assault. |
Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.27 21:28:00 -
[2] - Quote
CCP Rattati wrote:Dear players,
as part of a Logi and Commando review, and my own rational hatred of irrational things, we will be aligning speeds across the board in an imminent hotfix. Consider this initiative only a part of the changes.
I believe this will give Commandos and Logis a real buff, as they will be more mobile, even if stacking hitpoints, and will be a needed reduction in the Assault class overall, with the outliers of Minmatar Assault overwhelming moblity, and Amarr Assault hp stacked fits.
A picture says more than a thousand words, so please take a look. I am also constructing the brick version of this chart to see how that pans out. My assumption is that Commandos will need at least an extra slot to be able to tank comparably o other Roles.
I made a thing to look at various dropsuit stats and compare them to each other and between races.
Google docs LINK
I think it is safe to say that part of the Minmatars overwhelming mobility comes from their far superior Stamina Regen.
Speaking of which and about the Logis and Commandos, perhaps it is time to take a look at: Stamina Stamina Regen Shield Recharge Rate Shield Recharge Delay Shield Depleted Recharge Delay
As well as the racial perks and sacrifices of various stats, what do you think? |
Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.29 08:47:00 -
[3] - Quote
You left out HP Pool and Movement Speed, and you are overvaluing Stamina Pool and Stamina Regen. (No module will give you +0.45 movement speed but 1 module will give +100% Stamina AND +100% Stamina Regen.)
Besides if you are going to start comparing the value different suits stats you'll need a baseline and then assign a value to each attribute (module slot per benefit would be a decent enough start since the different modules already have an assign value by CCP), that way you can calculate the combined stats of a suit as a single value. (Though it will be incomplete since there isn't an assigned value for high/low to eq and/or weapon slot conversions.) |
Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.29 11:21:00 -
[4] - Quote
No aim assist while hip firing? :-) |
Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.30 13:13:00 -
[5] - Quote
Rattati can you make a version of the Bricked chart using Ferro Scales instead?
KUNG FURY - By Laser Unicorns
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Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.05.30 14:01:00 -
[6] - Quote
Adipem Nothi wrote:Haerr wrote: I would prefer it if the slowest race of the slowest role of a frame size is as quick as the fastest race of the fastest role of frame size: Numbers! "Haerr's Model"
* Basic Med and Basic Light staggered to the right of the progression (like type comparison). * Assumed increase to Logi HP, decrease to Assault HP. Please advise.
Don't forget the Pilot suits!
But yeah, HP for various roles made to fit the curve.
KUNG FURY - By Laser Unicorns
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Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.05.30 14:08:00 -
[7] - Quote
I think that the Assaults strength (comparative strength towards Logis, Commandos, and Sentinels) comes more from the ability to dictate how and when an engagement happens through mobility and regen. While the other dropsuit roles have, more or less, clearly defined roles Assaults do not.
How Stuff lines up atm.
Scan Profile: Scout > Assault > Logistics > Commando > Sentinel Total Base HP: Sentinel > Commando > Assault > Logistics > Scout Movement Speed: Scout > Assault > Logistics > Commando > Sentinel Stamina: Scout > Assault > Logistics > Commando > Sentinel Stamina Regen: Scout > Assault > Logistics > Commando > Sentinel Shield Recharge Rate: Scout > Assault > Logistcs/Sentinel > Commando Shield Recharge Delay: Scout > Sentinel > Logistics > Assault/Commando Shield Depleted Recharge Delay: Scout > Sentinel > Logistics > Assault/Commando
There is a clear problem with Shield Stats since they have yet to receive attention since Rattati took over the helm, they don't particularly line up in any way except for Commandos being universally boned. But with the attention that Speed vs HP and Logi & Commandos are getting atm it is bound to get at least some attention.
My preferences: HP: Logistics > Medium Frames > Assaults Movement Speed: Assaults > Medium Frames > Logistics Stamina & Stamina Regen: Assaults > Medium Frames > Logistics HP Regen: Assaults > Medium Frames > Logistics EQ Slots: (4)Logistics > (2)Medium Frames > (1)Assaults
So for me the defined roles of the Assaults are: mobility and regen (and enough HP to make use of them).
Edit: I made a thing to look at various dropsuit stats and compare them to each other and between races.
Google docs LINK
KUNG FURY - By Laser Unicorns
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Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.06.05 05:20:00 -
[8] - Quote
Going back to the old strafe speeds, hmmm. Would not that, at least partially, undo the weapon balancing vs aim assist since the strafe speeds were increased? Not that it necessarily is a bad idea, but since people are already suggesting that movement speeds would be increased as soon as possible again would it not make more sense to avoid that yoyo if at all possible? There are a lot of players saying that having this "high" strafe speed (just what? movement is still so slow in Dust that it feels like wading through thigh high mud) is a problem. The question of just how much of the problem stems from the aiming mechanics (no not the band-aid aim assist) than anything else still remains, and if the plan is to increase movement again asap is it not a good idea to at least take a glance at all the variables before deciding which to tweak first? (Or is this just one more of those "it would take too many hours right now so we will try to fix it in a sub-optimal way instead" moments?) The discussion seems to have moved on from the aiming mechanics to movement merely because CCP refuses to address the aiming mechanics. (for what ever reason) If you are willing to consider undoing the movement vs weapon balance vs aim assist balancing, why not at least take at least a passing glance at the aiming mechanics before undoing the recent work on those issues?
Jumping is Strafing UP
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