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Thread Statistics | Show CCP posts - 31 post(s) |
hails8n
DEATH BY DESTRUCTION
229
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Posted - 2015.05.27 18:03:00 -
[1] - Quote
The cal commando needs the 1 sec shield recharge delay the sentinel has, or an extra low to fit 2 shield regulators. The shield recharge on that suit is so slow.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
229
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Posted - 2015.05.27 18:15:00 -
[2] - Quote
CCP Rattati wrote:Tesfa Alem wrote:CCP Rattati wrote: That's not necessary actually, it just works out that way because such a system is linear as well. Instead, the suits have been placed on the curve, so as to give that impression, and because it is intuitive, to a degree. But you can also place a dropsuit on the curve without it fitting on the "max X = min Y", and it will still be normalized.
Also, you have to take the brick fit into account. If you do that, you actully see that commandos are still below a fictional line through the data set, and assault above, etc, indicating the strengths and weaknesses of each role. Of course you don't need to brick, so everyone should be able to find an acceptable niche for his/her playstyle.
The brick fit may come into play after you implement another slot on commandos. As of now, the heaviest possible bricked Cal commandos will be faster than any tier Amarr Assault with two plates on it because calmandos only have 1 low slot. A max bricked Minando will be faster than any Amarr Assault with 2 identical plates, because proto minandos have two low slots. Other wise any adv/standard minando will be faster than any tier Amarr suit with 2 plates. Proto Galmando with three low slots bricked may be on par via speed with an Amarr assault that dedicates 3 slots to eHP but have superior reps. ADV galmando will be faster than any amarr assault Unbricked amarr assaults will certainly be slower than max bricked adv/standard commandos, and most likeley be slower than two max bricked proto commandos. IMO its bit unbalanced, especially for a race thats supposed to stack HP. I can tell that i'm gettin a bit too back-and-forth with this. Delving into hypothertical situations a bit much. Feedback doesn't mean debating your work. Concerning assaults i got some faith in ya. It will just need a comparision with your brick tanked chart. See how fast each suit can move tanked, and then polish of any edges. I already factored in the extra slot on the brick picture . I am actually thinking about asking protofits for assistance again, as that was amazing with the HAVs. So where are the slots going? As the owner of 4 proto commandos, armor commandos need an extra high-slot for fitting damage mods, and shield commandos need lows to increase survivability. Cal commandos need a better shield recharge delay.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
233
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Posted - 2015.05.27 21:17:00 -
[3] - Quote
Cross Atu wrote:demens grimwulff wrote:Slayer logi with 3 or 4 compact nanohives? Compact hives likely need a bit of a touch up from where they are currently. The recent changes in fittings cost helped but initial impressions seem to indicate they need toned down further. If nothing else it could always be a "limit one" equipment mod, which isn't an ideal go to solution as the first option but would be far from the worst thing ever. Then we can get all proto hives buffed to 9 carried, like the patch notes said.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
243
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Posted - 2015.05.28 03:13:00 -
[4] - Quote
CCP Rattati wrote:Ripley Riley wrote:demens grimwulff wrote:On a second note... making sure all equipment slots are filled is almost useless, too...
Slayer logi with 3 or 4 compact nanohives? Make all equipment slots mandatory + increase CPU/PG fitting bonuses for logis + reduce CPU/PG for logis = plenty of CPU/PG for equipment but not much left for brick tanking and proto weaponry. exactly As long as my current logi fits remain viable. I dont stack armor plates, i stack reactives .
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
244
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Posted - 2015.05.28 04:43:00 -
[5] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Adipem Nothi wrote:Please dial down the crazy. All I'm doing is challenging your claim, Aeon: Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
^ I believe this claim to be false. If the MN Assault were magically removed from play, do you think all would be well and balanced? No, you're not. You're contradicting my claim by using terrible examples, shoddy results, and cherry picked data. You're not doing anything beneficial here except for trolling - per the norm - and trying to institute this superiority complex that somehow everyone is trying to infringe on what you do because #reasons, ignoring the fact that if they wanted to they would have already. What's worse is you're not doing it for any particular reason other than to simply -be contradictory- because there is absolutely nothing to gain from this argument besides your personal satisfaction that someone might buy into your -100000000/10 troll. In either case, your argument has -absolutely nothing to do- with Assault speed as a whole because the issue of the Minmatar Assault 'heavy scout' has only arisen recently after it received a buff whereas every other Assault hasn't seen changes since 1.7 and has yet to follow suite in what you would have us believe is an epidemic of players running around with 900 EHP dual-tanked suits and kin-cats to put them at 9m/s, yet in another thread go on to complain that brick tanking is a problem because armor plates are the most bought item. You can't decide which you want to go with because there is absolutely no validity to either claim: Either players are running speedy/high EHP dual-tank suits or they're running slow, brick-tanked armor suits. Pick one and stick with it less you look even more like a fool. I recommend some smooth jazz. All you are doing is picking fights with people with differing opinions. Honestly, all you have said is "don't nerf my Gal Assault", without taking any of the careful consideration and community work going into this. Dont worry Aeon's just got something up his butt.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
244
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Posted - 2015.05.28 05:00:00 -
[6] - 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'd also take an hp Nerf over a speed Nerf. Really theres other ways to Nerf assault. Like how about nerfing core nades since thats all I see assaults using as main weapons in ambush.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
244
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Posted - 2015.05.28 06:41:00 -
[7] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:I was hoping logis would keep the proposed speeds, or at least be as fast as assaults. I guess these revisions are acceptable though. uh they do, it's the sprint that will differentiate. Both will retain sprint speeds, normal movement will be reduced for assault and increased for logi. Why didn't you say this in the first place? Its just a Nerf to super strafing assaults. GG
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
244
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Posted - 2015.05.28 19:29:00 -
[8] - Quote
Adipem Nothi wrote:Baal Omniscient wrote:Adipem Nothi wrote: If hitbox size were a bigger survivability factor than speed or HP, then Scout and Light Frame kill/spawn efficiency would be at the top of the pile rather than the bottom. Right?
Except for when they were, right? Correct. Before the High Speed / High HP Min Assaults were FoTM, High Speed / High HP Scouts were FoTM. There's a pattern here. Assault Lite shouldn't be allowed to happen again, and a system which appropriately enforces a tradeoff between Speed and HP would prevent it from happening again. No one -- especially Scouts -- wants to see a return of Scout 514. Yeah, but thats what dust is about. Heavy snipers, fast assaults, fast heavies, tanked scouts.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
246
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Posted - 2015.05.28 20:01:00 -
[9] - Quote
Adipem Nothi wrote:hails8n wrote:Adipem Nothi wrote:Baal Omniscient wrote:Adipem Nothi wrote: If hitbox size were a bigger survivability factor than speed or HP, then Scout and Light Frame kill/spawn efficiency would be at the top of the pile rather than the bottom. Right?
Except for when they were, right? Correct. Before the High Speed / High HP Min Assaults were FoTM, High Speed / High HP Scouts were FoTM. There's a pattern here. Assault Lite shouldn't be allowed to happen again, and a system which appropriately enforces a tradeoff between Speed and HP would prevent it from happening again. No one -- especially Scouts -- wants to see a return of Scout 514. Yeah, but thats what dust is about. Heavy snipers, fast assaults, fast heavies, tanked scouts. To the extent that they are not imbalanced, absolutely! The contention here is that Fast Assaults aren't balanced. The only fast assault is the min assault. It was always supposed to border between being a scout and an assault.Just like amarr scouts border between being a scout and an assault. I think the real problem was when alll minmatar suits got an hp buff, the min assault was balanced to me back then at least after the slot layout increase. I'd rather have its hp nerfed over speed, because speed is what min assaults are all about, but when an 800 hp suit is running at you at 9 meters per sec, whats the point of owning a scout then. So id be debating on an hp Nerf.
Petition to ban the trainyard map.
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hails8n
DEATH BY DESTRUCTION
246
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Posted - 2015.05.28 20:36:00 -
[10] - Quote
Adipem Nothi wrote:Baal Omniscient wrote:hails8n wrote: The only fast assault is the min assault. It was always supposed to border between being a scout and an assault.Just like amarr scouts border between being a scout and an assault. I think the real problem was when alll minmatar suits got an hp buff, the min assault was balanced to me back then at least after the slot layout increase. I'd rather have its hp nerfed over speed, because speed is what min assaults are all about, but when an 800 hp suit is running at you at 9 meters per sec, whats the point of owning a scout then. So id be debating on an hp Nerf.
Beat me to it, so...... This ^ Min Assault is the fastest assault but it isn't the only fast assault. Click back a few pages for a 900 HP, 9 m/s GalAssault loadout. If we deleted MInAssaults, these would be the next best high-speed, high-hp units. I've played all assaults with stacked kincats. Min assault gets the highest speed to hp ratio, coupled with the best stamina regen.
Petition to ban the trainyard map.
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