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Thread Statistics | Show CCP posts - 31 post(s) |
Oswald Rehnquist
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Posted - 2015.05.27 10:31:00 -
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Cat Merc 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.
...What? Did you notice the other part? Nerf stamina? I want Gallente to be what they are supposed to be, quick sprinters, terrible long distance runners.
Would this then reduce gallente ehp due to their faster speed? Essentially I am wondering if stamina is or isn't included in this ratio.
I like what is suggested if only to make suits more distinct, I'm just cautious as extraneous balancing factors than simple trading of stats, because synergy is extremely important in these matters, and not all of the bonuses trade of equally for each role. A fast walking speed is incredible powerful as you have the freedom to act as oppose to sprinting where you have to finish the act of sprinting, how that translates in Eve vs Dust may be slightly different.
As another pointed out, what does a boat load of stamina for the slow amarr if min are the best sprinters and best at stamina regen, meaning they truly get more out of their stamina for jumps and running. Not that having boat loads of stamina is bad, but clearly there are diminishing returns for poorly synced stats.
Also curious on what your thoughts on what should happen to the other suits as it pertains to ehp and speed. The caldari + shields are the biggest offenders here as high shield values don't exist in dust.
It was originally shields= Low EHP+fast vs armor= High EHP+slow. This specific distinction was created back when amarr also had even slot layouts. So clearly we are looking to break that model. By buffing gallente speeds we then have a speed hierarchy closely related to eve with Min, gal, cal, ama in that order. Shield currently fit the min them with low ehp and fast but clearly doesn't fit the caldari them of slower shield tanks. Another kicker is that we have light armor (ferros, reactive) and heavy armor (plates), while we only have one shield module to share between the fastest suits (min) and the second slowest suits (cal).
Essentially the armor vs shield conflict is very much a part of this normalization.
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Oswald Rehnquist
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Posted - 2015.05.27 11:01:00 -
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Kaughst wrote:
Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
That would be backwards actually, if its a %, those with the least amount of stamina would be effected the least, while those with the most stamina would be effected the most.
Breakin Stuff wrote:
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?
I will probably regret responding here, but only because this irked me back in closed beta when discussing balance, no hostilities intended or taking of sides, just counteracting this one very specific line of thought.
Everything is relative, when we say heavies have high ehp, its in comparison to everything else, its that they have high ehp compared to the other suits. What is 5000 if not just a number? Compare that to 100 or to 4000 and the relationships they share with the original number of 5000 changes dramatically.
The concept of balance is understanding these relationships, and the overall modifying of relationships can either take on the form of modifying one item or modifying everything else. Nerf or buff labels are applied to the outlier or target of which the relationship changes were intended to impact.
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Oswald Rehnquist
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Posted - 2015.05.28 04:57:00 -
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Aeon Amadi wrote: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?
Simple facts,
Scouts take 1 or 2 damps pending on race to get below 21 db, assaults take 3, that is a difference of +1 or 2 cheap modules, medium frames also get an extra slot which makes filling in this role rather easy.
The integrity of any scanning fidelity only really exists on the second ring, so range is about 15 for non cal scouts 22 for cal scouts. Logis get about 18.75 for that second ring. So its better than non caldari scouts in radius. You vastly overestimate the value in scout ewar, its been neutered, I don't understand how can look at the numbers and in good faith not realize that the gap isn't that large anymore.
You also overestimate the value of cloaks, truly, they are not all that useful (and yes 1.8 was broken, which made my leave as a scout), I'd rather have them removed from the game as to not be used as cheap firewood for cheap justification for neutering the scout in every other stat. Also having a cloak bonus is literally thy most restricting role in the entire game, there is something to be said about flexibility in roles.
The scout suffers from a severe lack of niche role.
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Oswald Rehnquist
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Posted - 2015.05.28 05:15:00 -
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Just for the record I'm neutral on the assault speed changes, if they keep their speed or not, I'm don't care, I was just pointing out the actually numerical differences between scout ewar vs medium ewar, which people often label as a massive scout strength without actually going into the numbers.
The value of cloaks are subjective, ewar isn't, its numerically driven.
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Oswald Rehnquist
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Posted - 2015.05.28 13:52:00 -
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Good thing its super late/early otherwise my good senses would get the better of me. I'm actually having trouble trying to tie down your arguments.
What and Why?
Aeon Amadi wrote:I can't even wrap my head around the irony here - the argument (I assume as I still haven't gotten a direct answer) was that Assaults were too mobile and got too much EHP for this hypothetical EHP/Speed curve
Yet, not three pages ago, we were arguing that an Assault can get 9m/s sprint speed with 900 EHP.
So what's the -actual- problem? What are you guys trying to accomplish here besides making the shoe fit after you've hit the foot with the hammer?
Again I'm indifferent, but I don't find it hard to understand or locate the what and why of the arguments, whether we agree with them or not is not important to fundamentally understand what others see as a problem. Others clearly believe that assaults have too much hp for their mobility, that is literally the basis of the concern, and it didn't' seem to be some unstated intention.
Rat's suggestion is clearly some form of compromise as an attempt to allow assaults to keep pushing the frontal lines by being able to cover the same distance in the same time as they currently do while still fitting on his regression line of ehp and speed which is based on scout and sentinel anchor points.
The scale
Aeon Amadi wrote:"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.
Aeon Amadi wrote: I'll take the movement speed over the sprint speed -ANY- day.
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 you actually don't know what they are trying to do, 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. I don't have to defend the position because its not mine, but I'd say its rather hard to give a good reply when the list kind of goes all over the place rather than focusing on one concern at a time.
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Oswald Rehnquist
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Posted - 2015.05.28 22:04:00 -
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Aeon Amadi wrote:
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.
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?/quote]
Thanks for linking to your other post. Sometimes stating core concerns painfully simple is needed otherwise it can get overshadowed, which I think your cpm comment gave room for others to shift away from your base concern, it took up about half of your post. I also think your response to me was more concise than your original post, which is why I responded to you in my last post to give you a better platform to express your thoughts unabated. The very simple question of intra balance and inter balance with assaults along with role are extremely reasonable questions.
Obviously a lot of people value your opinion since everybody is responding to you (gets overwhelming though). I'd try to alter your arguments and presentation to hit very specific focal points. People wall up when they perceive hostility in an argument, even if it had a solid concern.
Things like
-If the speed/ehp regression line is the metric for killing power? Would that not diffuse killing power to every suit equally while other suits still have other unique attributes?
-Should the game be more role / niche focused with extremes rather than focusing on absolute power to prevent overlap?
-Base walking speed is more important that high ehp, then could not logis get the sprint modifier / ehp while assaults get the base speed since the ehp difference is still under the initial alpha damage?
Stating one of these alone is a huge topic in and of itself, which is why it has to be very simply stated or else the conversation just slips to another facet without actually going in depth. Also, I actually agree with you that assaults should be the majority suit in the game, that it should fit the killing role the best, with the others having extremely power niches.
I share a lot of your concerns because I recognize that a simple tic for tac is glossing over a lot without there being some synchronization. My post in 33, had a similar concern.
I feel that the curve is just a base more than a balance, and that there will definitely be a need to deviate from the curve once it gets enacted.
[quote=Aeon Amadi] -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.
Seems like a very reasonable and direct quote, shame it didn't get more attention. If the speed ehp curve is what is considered balanced. Then theoretically having assaults at a faster base speed and less ehp and logis having a lower base speed + sprinting would also be balance in the same breath as the proposed suggestion. If the logi role is disrupted by this then it shows that there are other compounding factors as stats should synchronize with logical role.
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Oswald Rehnquist
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Posted - 2015.05.30 18:33:00 -
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Aeon Amadi wrote: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.
If assaults end up being faster speed lower ehp than logis, I think assault regen stats could be tweaked to match the faster play style, in that perhaps instead of nearly matching scouts in ewar, they can nearly match scouts the regen (I'm not saying it is or isn't balanced it was just an example)? Since its only ehp speed that is on the curve, the other stats are up for grabs are they not? I mean there is a lot to play around here. Obviously moderate ehp and regen has proven itself in the past.
I can't really think of a simple synchronous unique value for a slower assault. So more of a silly idea on my part, but if the assaults end up being slower than logis, some aspects of the old crusader suits could be added to the assault suits. Doesn't necessarily have to be a racial, but just something on the suit boosts various stats like a fraction increase to various base stats of other assault suits. Could be a tiny fraction that increases the more assaults that are next to each other. Would make assaults very pack like, don't know if it'll be any good though but it would be unique.
Essentially, I guess I'm saying that its only ehp speed thats getting paved, the other stats and or functions are still up for grabs.
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