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Thread Statistics | Show CCP posts - 31 post(s) |
Mobius Wyvern
Fatal Absolution Negative-Feedback
6
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Posted - 2015.05.28 12:45:00 -
[361] - Quote
Aeon Amadi wrote: I mean for real, it's like, yeah, Assaults are over-used and Logis/Commandos are under-used. Why is it 100% necessary to change all of them when a comparable buff to Logis/Commandos might just be all that's needed?
What evidence do we have that supports that buffing Logis/Commandos and subsequently nerfing Assaults in the same pass -ISN'T- going to drastically shift the meta spectrum in a way that is unhealthy?
We're going for this huge overarching change on the hopes and prayers that maybe it'll work with the added consequence of another six months dev time being spent toward balancing it all in the eventuality that it doesn't. Rather than the logical thing which would be to take it slow, do it in stages, and maybe find the balance on the way there. We're going -RIGHT BACK- to the Balance Pendulum where we make so many drastic changes that we overshoot our goal and have to dial it back and forth until it starts working.
Which by that point we'd have come up with another "looks good on paper" proposal and go through the entire process again.
The solution is clear and very simple: Buff the Logistics/Commandos. See how it works. If people start to transition from the Assaults to those classes than the nerf might not be entirely necessary. If it's doesn't, then we can -ABSOLUTELY- continue with the rest of the changes.
Actually, in addition to this, is the fact that Assault suits are the primary role first specced into by new players being taken into account?
Both Logistics and Commandos tend to be a secondary priority as far as speccing, which would put their numbers far lower than Assault by default. Given this is an FPS, most people tend to go for Slayer before they go for Support.
That's being factored into the data being used to set up this change, right?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.28 12:46:00 -
[362] - Quote
Kain Spero wrote:Now that's an interesting find.
That minmatar were double dipping on speed? Not really, that was something we knew way, way back when we were screaming at CCP to please un**** the initial iteration of the amarr scout, where it got to a place dead last by considerable amounts compared to any other scout (and even the min assault). IIRC initial amscout vs minscout the amscout ended up getting to places ~20-40% slower if it was fit with anything remotely approaching a 'normal' fit.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.28 12:56:00 -
[363] - Quote
CCP Rattati wrote: 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.
Actually pretty slick, I like that. +1
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Varoth Drac
Dead Man's Game
905
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Posted - 2015.05.28 13:01:00 -
[364] - Quote
Aeon Amadi wrote:I mean for real, it's like, yeah, Assaults are over-used and Logis/Commandos are under-used. Why is it 100% necessary to change all of them when a comparable buff to Logis/Commandos might just be all that's needed?
What evidence do we have that supports that buffing Logis/Commandos and subsequently nerfing Assaults in the same pass -ISN'T- going to drastically shift the meta spectrum in a way that is unhealthy?
We're going for this huge overarching change on the hopes and prayers that maybe it'll work with the added consequence of another six months dev time being spent toward balancing it all in the eventuality that it doesn't. Rather than the logical thing which would be to take it slow, do it in stages, and maybe find the balance on the way there. We're going -RIGHT BACK- to the Balance Pendulum where we make so many drastic changes that we overshoot our goal and have to dial it back and forth until it starts working.
Which by that point we'd have come up with another "looks good on paper" proposal and go through the entire process again.
The solution is clear and very simple: Buff the Logistics/Commandos. See how it works. If people start to transition from the Assaults to those classes than the nerf might not be entirely necessary. If it's doesn't, then we can -ABSOLUTELY- continue with the rest of the changes.
I totally get what you are saying (although we've moved away from what you were originally saying about Gallente Assaults, that I was responding to). Which is why I asked Rattati not to implement the changes originally proposed as I thought they were too extreme.
It doesn't look like you have much to worry about anyway, as the latest proposal from Rattati would leave assault sprint the same, just nerf movement (kind of meaningless) and buff stamina. So barely a nerf at all.
In principle though, all assault suits appear to be a little overpowered when compared with all other classes, not just logis and commandos. So buffing logis and commandos at the same time is irrelevant, as assaults will still be op when compared to sentinels and scouts. |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 13:05:00 -
[365] - Quote
Aeon Amadi wrote: Just because it's not a direct counter doesn't mean that the two aren't going to interact in some way. If I'm understanding the latest iteration correctly, Assaults will have more HP than Logis, they'll sprint faster than Logis , and they have more room for high-end weaponry (and tank) than Logis.
Are we seeing this the same way?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 13:07:00 -
[366] - Quote
Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? I was hoping that 'bit of overlap would be corrected.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 13:16:00 -
[367] - Quote
Varoth Drac wrote:Aeon Amadi wrote:I mean for real, it's like, yeah, Assaults are over-used and Logis/Commandos are under-used. Why is it 100% necessary to change all of them when a comparable buff to Logis/Commandos might just be all that's needed?
What evidence do we have that supports that buffing Logis/Commandos and subsequently nerfing Assaults in the same pass -ISN'T- going to drastically shift the meta spectrum in a way that is unhealthy?
We're going for this huge overarching change on the hopes and prayers that maybe it'll work with the added consequence of another six months dev time being spent toward balancing it all in the eventuality that it doesn't. Rather than the logical thing which would be to take it slow, do it in stages, and maybe find the balance on the way there. We're going -RIGHT BACK- to the Balance Pendulum where we make so many drastic changes that we overshoot our goal and have to dial it back and forth until it starts working.
Which by that point we'd have come up with another "looks good on paper" proposal and go through the entire process again.
The solution is clear and very simple: Buff the Logistics/Commandos. See how it works. If people start to transition from the Assaults to those classes than the nerf might not be entirely necessary. If it's doesn't, then we can -ABSOLUTELY- continue with the rest of the changes.
I totally get what you are saying (although we've moved away from what you were originally saying about Gallente Assaults, that I was responding to). Which is why I asked Rattati not to implement the changes originally proposed as I thought they were too extreme. It doesn't look like you have much to worry about anyway, as the latest proposal from Rattati would leave assault sprint the same, just nerf movement (kind of meaningless) and buff stamina. So barely a nerf at all. In principle though, all assault suits appear to be a little overpowered when compared with all other classes, not just logis and commandos. So buffing logis and commandos at the same time is irrelevant, as assaults will still be op when compared to sentinels and scouts.
I'll take the movement speed over the sprint speed -ANY- day. Movement speed is direct correlation to survivability in combat and if it weren't it wouldn't even be up for debate or that controversial of a change; we could even go to an extreme to prove that point by saying "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.
Sprint speed I can change. Stamina I can change. Movement speed? There's nothing I can do about it. It will only ever get worse as I start adding more armor.
I don't care about getting into the fight faster - if I wanted to do that I'd run Scout or add some Kin-cats. I care about living long enough through the engagement to make use of everything else my fit is concerned with.
It is not in any way meaningless.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Varoth Drac
Dead Man's Game
906
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Posted - 2015.05.28 13:16:00 -
[368] - Quote
Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak.
Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added. |
Varoth Drac
Dead Man's Game
908
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Posted - 2015.05.28 13:23:00 -
[369] - Quote
Aeon Amadi wrote: I'll take the movement speed over the sprint speed -ANY- day.
Why am I not surprised.
But I concede it's not a worthless stat, though I suspect the proposed reduction will have only moderate in game effect. Too slow and it's a problem, but this proposal is only a minor nerf.
And may I just say, on the subject of incremental changes. I said a number of times, prior to the major assault buff, that adding a module slot at the same time as 100 base hp, was too much of a buff in one go. Seems I was right. |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 13:23:00 -
[370] - Quote
Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added.
Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x
^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed for Assaults to maintain current sprint speeds at a 1.5 multiplier.
:: tinkers with spreadsheet ::
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
908
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Posted - 2015.05.28 13:29:00 -
[371] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added. Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x ^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed to maintain current sprint speeds at a 1.5 multiplier. :: tinkers with spreadsheet :: I was under the impression this just refers to the sprint modifier.
This quote from Rattati:
Medium (Logistics and Assault) Speed changes as in OP Sprint changes, Logis from 1.4 to 1.3 modifier, means they have the same sprint speed as they do now Assault from 1.4 to 1.5, means they retain current sprint
I thought still stands, meaning sprint speeds won't change (except from Min assaults). I could be wrong. I haven't checked that page 1 assault speed x 1.5 = current sprint speed.
Maybe the post you quoted changes things don't know.
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VikingKong iBUN
0uter.Heaven
399
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Posted - 2015.05.28 13:36:00 -
[372] - Quote
Name the Commando something else. A Commando should be a light frame with two light weapon slots, and should have more hp than a scout but less speed and EWAR capabilities. (like the old Black Eagle suits.) Whoever's idea it was to make Commando suits fat and slow clearly did absolute zero research on Commandos.
I would like a Gallente SMG.
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castba
Rogue Instincts New Eden's Heros
917
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Posted - 2015.05.28 13:38:00 -
[373] - Quote
CCP Rattati wrote:
sprint and strafe speeds are just multipliers off of movement speed, so all go up.
Would it be possible to lower the strafe speed multiplier by any chance? Having more tactical, use cover effectively instead of charge then wiggle wiggle fire fights would be great.
"When everything is OP, nothing is" - CCP Ratatti
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 13:41:00 -
[374] - Quote
Varoth Drac wrote:Aeon Amadi wrote: I'll take the movement speed over the sprint speed -ANY- day.
Why am I not surprised. But I concede it's not a worthless stat, though I suspect the proposed reduction will have only moderate in game effect. Too slow and it's a problem, but this proposal is only a minor nerf. And may I just say, on the subject of incremental changes. I said a number of times, prior to the major assault buff, that adding a module slot at the same time as 100 base hp, was too much of a buff in one go. Seems I was right.
So it's a problem that I would prefer to have movement speed over sprint speed? Is that why you're mockingly posting rolley-eyed smileys?
Excuse me while I accept the point that my opinion isn't worthwhile here.
BS aside, if it's so much of a minor change then why would it be up for debate for Logistics players? Early you said it was meaningless, now you're saying it's not a worthless stat but it's a minor change - but if that's the case then it wouldn't be as controversial as it is. Because it's not. Let me speak from experience here:
Prototype Gallente Assault (oh nooos he's talking about his playstyle, something he's familiar with instead of talking out of his ass about something he doesn't play) with x5 Complex Reactive Plates = 4.75m/s movement speed right now. After the nerf, that drops down to 4.37m/s
That's right around the same movement speed as a Gallente Commando (which obviously is a pretty stark difference in mobility). Interestingly enough, what I get for that by comparison is:
Gal Assault with x5 Complex Reactives: 193.75 shield 673.75 aarmor 867.5 EHP 19.5hp/s armor repair rate
Gal Commando with absolutely nothing on it: 487.5 shields 656.25 armor 1143.75 EHP 4 hp/s
So the trade-off for adding on a bunch of Reactive Plates is that I have the same mobility as a Commando (with faster sprint speed -I guess-), worse EHP, no second light weapon, and a grenade. Functionally? The Commando weighs in as the victor because he has more firepower, better bonuses, and higher EHP. The Assault gets... Well, higher sprint speed and a grenade.
Do you see my issue now? The Assault has nothing that makes it unique, the bonuses are subpar, and now the mobility is going to be on par with Commandos in certain situations albeit with a lack of EHP and damage application. What role does the Assault serve? A bridge between Scouts and Commandos with none of the benefits of either...? Instead of trying to address that, we're noting the fact that they're being used because other roles aren't up to snuff and punishing them for that. We're not hallmarking on distinctive roles or unique applicability, we're just nerfing it because it's "whats in" right now.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 13:43:00 -
[375] - Quote
Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added. Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x ^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed to maintain current sprint speeds at a 1.5 multiplier. :: tinkers with spreadsheet :: I was under the impression this just refers to the sprint modifier. This quote from Rattati: Medium (Logistics and Assault) Speed changes as in OP Sprint changes, Logis from 1.4 to 1.3 modifier, means they have the same sprint speed as they do now Assault from 1.4 to 1.5, means they retain current sprintI thought still stands, meaning sprint speeds won't change (except from Min assaults). I could be wrong. I haven't checked that page 1 assault speed x 1.5 = current sprint speed. Maybe the post you quoted changes things don't know.
Google Doc
By my math, the first iteration (Page 1 Graph) has less potential for overlap issues than the following iterations. I understand that we're working more with concepts than hard numbers at this time ...
Shoot scout with yes. - Ripley Riley (for CPM2)
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Oswald Rehnquist
1
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Posted - 2015.05.28 13:52:00 -
[376] - Quote
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.
Below 28 dB
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Varoth Drac
Dead Man's Game
909
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Posted - 2015.05.28 14:06:00 -
[377] - Quote
Aeon Amadi wrote: So it's a problem that I would prefer to have movement speed over sprint speed? Is that why you're mockingly posting rolley-eyed smileys?
Prototype Gallente Assault (oh nooos he's talking about his playstyle, something he's familiar with instead of talking out of his ass about something he doesn't play) with x5 Complex Reactive Plates = 4.75m/s movement speed right now. After the nerf, that drops down to 4.37m/s
That's right around the same movement speed as a Gallente Commando (which obviously is a pretty stark difference in mobility). *interesting commando - assault comparison*
The eye roll was just because it was kind of funny that out of the two potential buffs, you much preferred the one you weren't getting. You do seem to have a slightly fatalistic outlook. Try to look on the bright side!
It was a bit mean of me though, and I'm sure you are sincere, even though I disagree with you. By the way, I changed my assessment of the movement speed nerf from "meaningless" to a "minor nerf" and later "a nerf, but not a bad one" because I have taken on board what you are saying and you swayed my opinion a little.
Interesting comparison with a Gallente Commando. I don't think things are as bad for assaults as you think though. The Commando will need to fit mostly regen to get reasonable armour regen. And whilst they have higher shields, the regen is worse, and they have a larger hitbox, and they have poorer stamina and stamina regen, and they have poorer EWAR stats. Mainly though I feel you are really undervaluing sprint speed.
That said, reducing movement speed to near commando speeds is kind of slow, I'll give you that. Haven't checked the numbers, but I'll trust you. So I will further revise my assessment. Movements speed, other than sprint, will suffer a substantial nerf. I still don't think this will likely constitute a major nerf to the assault role overall, considering the fact that sprint speeds will be maintained.
I still don't particularly like the idea of messing with sprint speed modifiers though. |
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 14:12:00 -
[378] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added. Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x ^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed for Assaults to maintain current sprint speeds at a 1.5 multiplier. :: tinkers with spreadsheet ::
Now I am home and practicing my guitar, wondering whether to brave Bloodborne again, or stay here and do more math.
Don't spend too much time on the numbers until you have more data from me, I have taken things into account from here, and am pretty sure I will reduce assault speed much less, maybe 0.3 instead of 0.5 and also increase stamina and sprint modifier. It's all good guys, and I am trying to make a smart, robust and fair system out of the thing we have.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 14:15:00 -
[379] - Quote
CCP Rattati wrote:Adipem Nothi wrote: :: tinkers with spreadsheet ::
Don't spend too much time on the numbers until you have more data from me ... Understood. Here's what I have so far (just updated):
Google Doc
Shoot scout with yes. - Ripley Riley (for CPM2)
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 14:17:00 -
[380] - Quote
Aeon Amadi wrote:Varoth Drac wrote:Aeon Amadi wrote: I'll take the movement speed over the sprint speed -ANY- day.
Why am I not surprised. But I concede it's not a worthless stat, though I suspect the proposed reduction will have only moderate in game effect. Too slow and it's a problem, but this proposal is only a minor nerf. And may I just say, on the subject of incremental changes. I said a number of times, prior to the major assault buff, that adding a module slot at the same time as 100 base hp, was too much of a buff in one go. Seems I was right. So it's a problem that I would prefer to have movement speed over sprint speed? Is that why you're mockingly posting rolley-eyed smileys? Excuse me while I accept the point that my opinion isn't worthwhile here. BS aside, if it's so much of a minor change then why would it be up for debate for Logistics players? Early you said it was meaningless, now you're saying it's not a worthless stat but it's a minor change - but if that's the case then it wouldn't be as controversial as it is. Because it's not. Let me speak from experience here: Prototype Gallente Assault (oh nooos he's talking about his playstyle, something he's familiar with instead of talking out of his ass about something he doesn't play) with x5 Complex Reactive Plates = 4.75m/s movement speed right now. After the nerf, that drops down to 4.37m/s That's right around the same movement speed as a Gallente Commando (which obviously is a pretty stark difference in mobility). Interestingly enough, what I get for that by comparison is: Gal Assault with x5 Complex Reactives: 193.75 shield 673.75 aarmor 867.5 EHP 19.5hp/s armor repair rate Gal Commando with absolutely nothing on it:487.5 shields 656.25 armor 1143.75 EHP 4 hp/s So the trade-off for adding on a bunch of Reactive Plates is that I have the same mobility as a Commando (with faster sprint speed -I guess-), worse EHP, no second light weapon, and a grenade. Functionally? The Commando weighs in as the victor because he has more firepower, better bonuses, and higher EHP. The Assault gets... Well, higher sprint speed and a grenade. Do you see my issue now? The Assault has nothing that makes it unique, the bonuses are subpar, and now the mobility is going to be on par with Commandos in certain situations albeit with a lack of EHP and damage application. What role does the Assault serve? A bridge between Scouts and Commandos with none of the benefits of either...? Instead of trying to address that, we're noting the fact that they're being used because other roles aren't up to snuff and punishing them for that. We're not hallmarking on distinctive roles or unique applicability, we're just nerfing it because it's "whats in" right now.
I have decided not to read your posts in this thread anymore, and soon you will be banned, probably, for ranting, insinuating and tinfoiling.
Even though I hate to do it, I will explain this once more. Players are always drawn to the best combination of HP and speed, this has been demonstrated often enough in DUST 514. Therefore, I am attempting to eliminate that "draw" by having a semi-fixed ratio of hp/speed so players can actually just choose what they want to play for the right reasons. Another insinuation of "Rattati just likes straight lines, there is no reason" and there will be consequences. Even on top of that, Assaults are the top meta right now for that reason. If I reduce Assault down to the curve and drag logis and commandos up to it, there is less risk of a nerf/buff chain reaction.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.28 14:18:00 -
[381] - Quote
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? |
Varoth Drac
Dead Man's Game
910
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Posted - 2015.05.28 14:19:00 -
[382] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Varoth Drac wrote: ... as the latest proposal from Rattati would leave assault sprint the same . So the MN Assault will still sprint faster than the AM Scout? If we're sticking to the figures on Page 1, this overlap would not occur. MN Assault Base of 4.80 with a sprint multiplier of 1.5 yields sprint speed of 7.56 (less than AM Scout's 7.72). If not the figures on Page 1, what figures are we using? My understanding is we are going with figures on page 1, so yes, Min assaults would suffer a sprint speed reduction. I was thinking about assaults in general and forgot about this tweak. Specifically I was referring to Rattati's post stating that assault sprint speeds would remain the same as now, but I'm sure he meant apart from Min assaults, as he was referencing the page 1 proposal with the sprint modifier added. Sprint Basic = normal = 1.4x Logistics = normal-0.1 = 1.3x Assault = normal+0.1 = 1.5x ^ This excerpt from his latest post has me confused as well; if I'm reading this correctly, it returns an altogether different set of numbers than those graphed on Page 1. And both of these number sets are different from the number set needed for Assaults to maintain current sprint speeds at a 1.5 multiplier. :: tinkers with spreadsheet :: Now I am home and practicing my guitar, wondering whether to brave Bloodborne again, or stay here and do more math. Don't spend too much time on the numbers until you have more data from me, I have taken things into account from here, and am pretty sure I will reduce assault speed much less, maybe 0.3 instead of 0.5 and also increase stamina and sprint modifier. It's all good guys, and I am trying to make a smart, robust and fair system out of the thing we have. Relax, enjoy the guitar, try not to rage playing Bloodborne. I'm just getting excited about all this!
Thanks for taking our feedback into consideration. |
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 14:21:00 -
[383] - Quote
Oswald Rehnquist wrote: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 scaleAeon 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 not understanding the concerns of the other side, 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 because game mechanics don't work with a simple curve. I don't have to defend the position because its not mine, but I'd say its rather hard to give a good discussion when the list kind of goes all over the place rather than focusing on one concern at a time. edit: I have a feeling its the last underline/bold is the base of your concern, which is a good topic as there are many variables in the game besides speed and ehp. But then we should be discussing that, and not the other stuff.
You said it better than I could.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 14:23:00 -
[384] - Quote
castba wrote:CCP Rattati wrote:
sprint and strafe speeds are just multipliers off of movement speed, so all go up.
Would it be possible to lower the strafe speed multiplier by any chance? Having more tactical, use cover effectively instead of charge then wiggle wiggle fire fights would be great.
Yes, but we actually just increased the strafe penalty on plates, but overall reduction of strafe can also been done, and contemplated by me often.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.28 14:26:00 -
[385] - Quote
CCP Rattati wrote:castba wrote:CCP Rattati wrote:
sprint and strafe speeds are just multipliers off of movement speed, so all go up.
Would it be possible to lower the strafe speed multiplier by any chance? Having more tactical, use cover effectively instead of charge then wiggle wiggle fire fights would be great. Yes, but we actually just increased the strafe penalty on plates, but overall reduction of strafe can also been done, and contemplated by me often. strafing at 60% base movement speed in chrome wasn't a feature too many people cried over. I still dunno why they upped it to 90 in 1.4
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 14:31:00 -
[386] - Quote
Breakin Stuff wrote:CCP Rattati wrote:castba wrote:CCP Rattati wrote:
sprint and strafe speeds are just multipliers off of movement speed, so all go up.
Would it be possible to lower the strafe speed multiplier by any chance? Having more tactical, use cover effectively instead of charge then wiggle wiggle fire fights would be great. Yes, but we actually just increased the strafe penalty on plates, but overall reduction of strafe can also been done, and contemplated by me often. strafing at 60% base movement speed in chrome wasn't a feature too many people cried over. I still dunno why they upped it to 90 in 1.4
I would happily consider it again for the sake of other players, but I'm a MKB twitch fps player by heart and I think skill should be rewarded, and yes, good strafing while aiming is a difficult skill to master.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.28 14:42:00 -
[387] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote:castba wrote:CCP Rattati wrote:
sprint and strafe speeds are just multipliers off of movement speed, so all go up.
Would it be possible to lower the strafe speed multiplier by any chance? Having more tactical, use cover effectively instead of charge then wiggle wiggle fire fights would be great. Yes, but we actually just increased the strafe penalty on plates, but overall reduction of strafe can also been done, and contemplated by me often. strafing at 60% base movement speed in chrome wasn't a feature too many people cried over. I still dunno why they upped it to 90 in 1.4 I would happily consider it again for the sake of other players, but I'm a MKB twitch fps player by heart and I think skill should be rewarded, and yes, good strafing while aiming is a difficult skill to master.
I do nothing but Kb/m as well. My desire for reduction/inertia is from the observation that client side, hit detection doesn't handle it well, and the humand body cannot compensate and aim on an inertialess change of direction.
However I'm actually holding out some hope that you hacking out most of the redundant models and mass adding the SKINs Will show us some better client/server communication and hit detection in match.
So I'm not feeling quite as pushy. Your last FPS fix brought measurable results. I'm very morbidly curious to see if there's actually a functional client being crushed by database bloat and resource hogging.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 14:46:00 -
[388] - Quote
Oswald Rehnquist wrote:
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 not understanding the concerns of the other side, 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 because game mechanics don't work with a simple curve. I don't have to defend the position because its not mine, but I'd say its rather hard to give a good discussion when the list kind of goes all over the place rather than focusing on one concern at a time.
edit:
I have a feeling its the last underline/bold is the base of your concern, which is a good topic as there are many variables in the game besides speed and ehp. But then we should be discussing that, and not the other stuff.
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. It's not so much 'The core of my concerns' as all of it being concerning as a whole.
- Yes, I value base walk speed more than EHP, because mobility is king in CQC. - Yes, I am concerned with making too many changes at once (because experience shows it -is- terrible) - I never once insinuated that Assaults shouldn't have to follow the tac-for-tac exchange.
It is insanely hard to understand the concerns of the other side -when I can't get a clear and concise answer to my questions- and instead got arguments about how, in extreme situations, Assaults are capable of doing #stuff. This entire post was chalked up to tinfoil and was the start of my anger because I basically just typed all my views for nothing.
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?
CCP Rattati wrote:
I have decided not to read your posts in this thread anymore, and soon you will be banned, probably, for ranting, insinuating and tinfoiling.
Even though I hate to do it, I will explain this once more. Players are always drawn to the best combination of HP and speed, this has been demonstrated often enough in DUST 514. Therefore, I am attempting to eliminate that "draw" by having a semi-fixed ratio of hp/speed so players can actually just choose what they want to play for the right reasons. Another insinuation of "Rattati just likes straight lines, there is no reason" and there will be consequences. Even on top of that, Assaults are the top meta right now for that reason. If I reduce Assault down to the curve and drag logis and commandos up to it, there is less risk of a nerf/buff chain reaction.
If my concerns are ranting, and my lack of information is insinuating and tinfoiling, then there's nothing I can do to change the situation. If that's the only option, then ban me, dude, because I asked you a few questions and felt like you ignored them. Nothing infuriates me more than being ignored and it had to come to (yet again) my raging out to get the answers to the questions I originally asked. I dunno what to say here, but it's certainly not going to be that I'm sorry.
Varoth Drac wrote:
Interesting comparison with a Gallente Commando. I don't think things are as bad for assaults as you think though. The Commando will need to fit mostly regen to get reasonable armour regen. And whilst they have higher shields, the regen is worse, and they have a larger hitbox, and they have poorer stamina and stamina regen, and they have poorer EWAR stats. Mainly though I feel you are really undervaluing sprint speed.
That said, reducing movement speed to near commando speeds is kind of slow, I'll give you that. Haven't checked the numbers, but I'll trust you. So I will further revise my assessment. Movements speed, other than sprint, will suffer a substantial nerf. I still don't think this will likely constitute a major nerf to the assault role overall, considering the fact that sprint speeds will be maintained.
I still don't particularly like the idea of messing with sprint speed modifiers though.
Thank you for being the only one in here that actually listened.
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CeeJ Mantis
Mantodea MC
192
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Posted - 2015.05.28 14:54:00 -
[389] - 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
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Sleepy Shadow
Qualified Scrub
385
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Posted - 2015.05.28 15:09:00 -
[390] - Quote
Adipem Nothi wrote:The vast majority of the playerbase are running Assault at the moment. If we nerf their favorite suits, we might lose some of them, even if it is warranted and even it brings about better balance.
IGÇÖm really sorry but this doesnGÇÖt make any sense. GÇ£If we nerf the assaultGÇÖs favourite suitGÇ¥, which currently happens to be the assault suit, GÇ£we might lose some of themGÇ¥. IsnGÇÖt that quite clear indication that youGÇÖre doing it wrong? When assaults were using logis or scouts or heavies did we not ask GÇ£why are they not using the assault suitGÇ¥? And wasnGÇÖt the answer always GÇ£because they are bad in comparisonGÇ¥?
When assaults were finally buffed we saw the great migration towards the assault suits. And this migration was perfect. What greater balance can there be than people using role specific suits to execute said roles? There are always tweaks that should be made but that doesnGÇÖt mean that an entire class should suffer.
The vast majority of players are assaults and will continue to be assaults regardless of the changes done to suits. There are a lot of assaults because that is the prevailing role in any FPS and using the assault suit for this role should be encouraged. You will never see a situation where we have an equal amount of each role; it is not going to happen. People need to understand that trying to limit the number of assaults is futile. People will use a suit that gives them the best possible outcome in any given match even if that suit was not intended as frontline fighter suit. And you cannot blame people for doing so.
I donGÇÖt feel that giving assault better sprint while logis have better strafe is going to cut it. Strafing is a large part of engagements and I have used my Amarr logi enough to know what a pain it is to strafe with those movement speeds. If my ability to be effective in combat with an assault suit is diminished I will move on to a different suit that does offer me combat effectiveness. The proposed changes are simply too drastic. And I must stress that I am not against a logi and commando buff but this doesnGÇÖt have to come at the expense of the assaults. By all means increase their speed, give commandos more slots but please, do not butcher the assaults like this.
=ƒÿ¦
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