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Thread Statistics | Show CCP posts - 31 post(s) |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 15:12:00 -
[391] - Quote
Sleepy Shadow wrote: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.
^ Guy pretty much nails it on the head.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.05.28 15:15:00 -
[392] - Quote
CCP Rattati wrote:Making Assault sprint faster is a very smart idea. Maybe reducing Logi stamina as well.
I too like the idea of making Assault base speed slower than Logi, but giving them a higher sprint modifier. It will let them get to where the action is more quickly, but not strafe around quite so fast when in combat.
Also, the Logi speed buff means they might be able to keep up with my Amarr Sentinel when I am running a Kin Cat.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.05.28 15:19:00 -
[393] - Quote
Vell0cet wrote:When you talk about adjusting movement speeds in this game, I still think the long-term solution is to create a mass stat. Speed, strafe speed, sprint speed, stamina depletion rates and jump height would be derived from formulas based on mass (these values would be calculated in the fitting screen and cached so it's not affecting gameplay performance). You could add racial modifiers in these calculations as well to tweak balance. This more-closely models EVE's mechanics, and would give you the consistency in speed/HP that you're looking for. Putting plates on a scout suit will add a much higher mass (as a percent) than putting those same plates on a sentinel (as a percent). First, if we really want to rationalize movement in this game, the post quoted above is the only rational approach. Don't try and reinvent physics with programming hacks and dozens of pages of dropsuit numerology.
Second, we can see that once again we're butting heads with the fact that we never finished defining the Assault role and now it's come back to bite us in the ass.
I'd suggest defining that role first and then implementing physics for dropsuits as the most productive way forward.
PSN: RationalSpark
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 15:24:00 -
[394] - Quote
What are the odds (now that Assault QQ has died down) of buffing the Logi walk speeds a tad? Say .05 across the board? This would give them a small buff to sprint speed as well, with the new 1.4 modifier. They will still be slower than Assaults as well, but be able to get to cover a little easier too.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 15:25:00 -
[395] - Quote
Would make a hell of a lot more sense to just switch Logi/Assault HP values instead of their speed values.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.28 15:30:00 -
[396] - Quote
Aeon Amadi wrote:Would make a hell of a lot more sense to just switch Logi/Assault HP values instead of their speed values.
And that right there is how you truly get slayer logi's. Please just stop talking Aeon, I dont think you've said something smart or on point in a while.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.05.28 15:34:00 -
[397] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Perhaps instead of a speed to HP curve, its speed to mobility curve, where mobility is defined as a function of speed and stamina? You could then vary speed for logistics to maintain the proper mobility by throttling stamina as your independent variable? Why not both! Stamina is why I prefer to run an Amarr Sentinel with 1 Kin Cat, rather than running a Caldari Sentinel. The Amarr may have a lower Base speed, but it is a distance runner (waddleller?) while the Caldari has to stop and catch its breath at every corner.
Also the earlier suggestion of making the Gal Assault sprint fast, but have a low stamina makes a lot of sense since Plasma Weapons are short range. The Gal Assault would be able to close the distance with an enemy combatant quickly, but not be able to get from one objective to another quickly. I would suggest doing this with a sprint speed modifier rather than tweaking base speed, so that the Stamina acts as the counter/balance factor.
Min - High Base Speed, High Sprint Speed, Average Stamina (Ninjas) Gal - Average Base Speed, High Sprint Speed, Low Stamina (Sprinters) Cal - Average Base Speed, Average Sprint Speed, Average Stamina Amarr - Low Base Speed, Low Sprint Speed, High Stamina (Distance Runners)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 15:34:00 -
[398] - Quote
Sleepy Shadow wrote: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. It makes perfect sense to me. There are players who feel that imbalance can be justified. So long as imbalance is working in their favor, they are satisfied. When balance is thrust upon them, they get angry. This is most often observed with pilots (not all, but many).
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 15:40:00 -
[399] - Quote
MINA Longstrike wrote:Aeon Amadi wrote:Would make a hell of a lot more sense to just switch Logi/Assault HP values instead of their speed values. And that right there is how you truly get slayer logi's. Please just stop talking Aeon, I dont think you've said something smart or on point in a while.
Okay, so, a Logi with the speed of an Assault and the durability of a Logi.... ... Is somehow less susceptible to being a Slayer Logi... ... than a Logi with the speed of a Logi and the durability of an Assault...
So what you're saying is that, a Logi suit with lower EHP and faster movement (comparatively speaking) is less likely to be a slayer than a Logi with higher EHP and -slower- movement (comparatively speaking). When the whole argument is that the best combination of EHP and Speed = winrawr.
Consider this for a second.
Slayer--------Slayer--------Support--------Slayer--------Slayer Scout--------Assault--------Logi--------Mando--------Sentinel
Two slayer roles that are built for speed, Logi in the center playing support, and two slayer roles built for EHP. That seems much more natural and fluid on the transition than...
Slayer--------Support--------Slayer--------Slayer--------Slayer Scout----------Logi-----------Assault--------Mando--------Sentinel
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Avallo Kantor
822
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Posted - 2015.05.28 15:41:00 -
[400] - 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.
Why not just decrease the strafing base move back down, but then allow a way to increase it back up, for example with red drugs? That way it is still viable to fit a strafing / speed tank, but doing so requires fitting commitment. This way, along with blue pills, there is a selection of speed tanking modules that can allow very nimble skill based fittings.
(and of course, make sure they can't stack strafe speed over 100%, because that's just silly)
"Mind Blown" - CCP Rattati
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 15:44:00 -
[401] - Quote
CCP Rattati wrote: 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. Put together a [possibly over-simplified] top-end progression:
> Google Doc <
* Fits the eHP / Speed curve * Incorporates Ripley's sprint multipliers * Minimizes impact on Assault Sprint Speed * Maintains a fixed, intra-class racial speed gap * Satisfies goal of increasing Logi base movement * Satisfies goal of decreasing Assault base movement * Stacks the progression as closely as possible without class overlap
Shoot scout with yes. - Ripley Riley (for CPM2)
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.05.28 15:50:00 -
[402] - Quote
CCP Rattati wrote: Still don't know what to do with CA sidearm or EQ
I say give both "deployment" Logi a sidearm for one less Equipment slot. By Deployment I mean they have a bonus for either Uplinks or Hives, which are both deployables. This would give us both a Shield and an Armor Logi with a sidearm.
It would also be nice if the Min and Gal Logi, could quick switch between their weapon and their first Equipment slot by tapping R2, since they don't have two weapons to switch between. Then they could put their Rep Tool/Scanner in that slot.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 15:51:00 -
[403] - Quote
Adipem Nothi wrote:CCP Rattati wrote: 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. Put together a [possibly over-simplified] top-end progression: > Google Doc < * Fits the eHP / Speed curve * Incorporates Ripley's sprint multipliers * Minimizes impact on Assault Sprint Speed * Satisfies goal of increasing Logi base movement * Satisfies goal of decreasing Assault base movement * Stacks the progression as closely as possible without class overlap This actually nerfs Logi sprint speed? Por que?
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 15:55:00 -
[404] - Quote
Booby Tuesdays wrote:This actually nerfs Logi sprint speed? Por que?
As I understand it, it is a desired parameter to keep Assault sprint speed higher than Logi sprint speed. Let me see if I can tweak the sprint multiplier a 'bit ...
Shoot scout with yes. - Ripley Riley (for CPM2)
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 15:58:00 -
[405] - Quote
Adipem Nothi wrote:Booby Tuesdays wrote:This actually nerfs Logi sprint speed? Por que? As I understand it, it is a desired parameter to keep Assault sprint speed higher than Logi sprint speed. Let me see if I can tweak the sprint multiplier a 'bit ... Buff the proposed movement by .05 and put the multiplier at 1.4. Still slower sprint than Assault. You could even buff proposed Assault movement by .05 as well?
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 16:01:00 -
[406] - Quote
Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote:This actually nerfs Logi sprint speed? Por que? As I understand it, it is a desired parameter to keep Assault sprint speed higher than Logi sprint speed. Let me see if I can tweak the sprint multiplier a 'bit ... Buff the proposed movement by .05 and put the multiplier at 1.4. Still slower sprint than Assault. You could even buff proposed Assault movement by .05 as well? How does it look now?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
911
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Posted - 2015.05.28 16:07:00 -
[407] - Quote
Adipem Nothi wrote:Booby Tuesdays wrote:Adipem Nothi wrote:Booby Tuesdays wrote:This actually nerfs Logi sprint speed? Por que? As I understand it, it is a desired parameter to keep Assault sprint speed higher than Logi sprint speed. Let me see if I can tweak the sprint multiplier a 'bit ... Buff the proposed movement by .05 and put the multiplier at 1.4. Still slower sprint than Assault. You could even buff proposed Assault movement by .05 as well? How does it look now? How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing. |
Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 16:10:00 -
[408] - Quote
Varoth Drac wrote: How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing.
This, and buffing Logi up by .05, not down by .05?
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Archduke Ferd1nand
Nos Nothi
492
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Posted - 2015.05.28 16:11:00 -
[409] - Quote
Cat Merc wrote:Archduke Ferd1nand wrote:HP is the problem here, and I can personally promise that. You see, before the HP buff scouts were being the problem. Do you really believe removing an HP buff that was given due to Assaults being underpowered won't swing the balance in the direction of scouts too hard? Considering we've seen what happens without that HP buff? ....One does not have to nerf the assaults back to uselessness to remove the 100% HP buff they were given...just reduce HP to a point, and then see what happens.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 16:12:00 -
[410] - Quote
So what's the bridge going to be between the Scout and the Assault after this? What if I want a suit that has mobility without as much of an EHP hit of a Scout and EHP without the mobility hit of the Assault?
What am I supposed to run as the bridge point between the two..? Slayer-Logi?
EDIT: Because if I have to, that's what I'm going to do.
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Archduke Ferd1nand
Nos Nothi
492
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Posted - 2015.05.28 16:17:00 -
[411] - Quote
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. Nobody in this game likes the minmitar
We have the worst regen, worst HP, and now our one advantage is getting close to nullified.
This makes me very sad.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 16:17:00 -
[412] - Quote
Varoth Drac wrote:How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing.
Sheet added! Instances of overlap highlighted. The MN Assault is still a 'bit too fast ... ends up with higher sprint than present. Could dial back sprint from 1.5, but then GA/CA/AM Assault sprint speed would take a hit.
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 16:18:00 -
[413] - Quote
Booby Tuesdays wrote:Varoth Drac wrote: How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing.
This, and buffing Logi up by .05, not down by .05? Wouldn't we still have instances of overlap? Please clarify ...
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
911
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Posted - 2015.05.28 16:21:00 -
[414] - Quote
Aeon Amadi wrote:So what's the bridge going to be between the Scout and the Assault after this? What if I want a suit that has mobility without as much of an EHP hit of a Scout and EHP without the mobility hit of the Assault?
What am I supposed to run as the bridge point between the two..? Slayer-Logi?
EDIT: Because if I have to, that's what I'm going to do. Stick kincats and cardiac regs on you assault, just like now. You'd have to live with lower strafe speed.
What would be awesome, would be if Kincats also increase your movement speed, rather than just sprint speed. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 16:24:00 -
[415] - Quote
Varoth Drac wrote:Aeon Amadi wrote:So what's the bridge going to be between the Scout and the Assault after this? What if I want a suit that has mobility without as much of an EHP hit of a Scout and EHP without the mobility hit of the Assault?
What am I supposed to run as the bridge point between the two..? Slayer-Logi?
EDIT: Because if I have to, that's what I'm going to do. Stick kincats and cardiac regs on you assault, just like now. You'd have to live with lower strafe speed. What would be awesome, would be if Kincats also increase your movement speed, rather than just sprint speed.
-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.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 16:26:00 -
[416] - Quote
Aeon Amadi wrote: I'll take an EHP hit but I like the movement speed where it's at. Wouldn't this require a slot count reduction?
* Also, Assault base movement is only 5% to 8% removed from Scout base movement. Tough to build a speed / hp curve around such a tight spread.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.28 16:27:00 -
[417] - Quote
Very happy to hear Rattati is considering a smaller reduction in assault speed. MY primary concern was that assaults getting such a big nerf and logi/commandos getting a big buff would be about as effective as 1.7 was at balancing tanks. I think Rattati should even consider 0.2 m/s reduction and run metrics, but overall I wouldn't cry over 0.3 m/s reduction.
As far as having all suits be the same, I am against that. If all weapons cost the same, it would be one thing, but why should Amarr Assault have the same CPU/PG as Minmatar Assault when the scrambler costs over twice the fitting that the combat rifle does? I think we need to perhaps make a baseline assault fitting and adjust the races from there.
For example, let's say base assault fitting is X CPU and Y PG
Amarr Assault would have -5% X and +10% Y Caldari Assault would have +10% X and -5% Y etc.
This allows for different racial weapon fitting costs, different tanking/preferred module fitting costs, and keeps with the unique flavor of New Eden. Homogenizing fitting means homogenizing fits to all the the same. Or did I misinterpret the Ratman?
Whirly gun make much thunder! - Victor
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Sleepy Shadow
Qualified Scrub
385
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Posted - 2015.05.28 16:33:00 -
[418] - Quote
Adipem Nothi wrote:Sleepy Shadow wrote: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. It makes perfect sense to me. There are players who feel that imbalance can be justified. So long as imbalance is working in their favor, they are satisfied. When balance is thrust upon them, they get angry. This is most often observed with pilots (not all, but many).
I have a feeling you didnGÇÖt really read my post but oh well. So tell me what, exactly, is imbalanced when assaults are using the assault suit?
I donGÇÖt think any assault here has objected to a buff to logis and commandos, or scouts and heavies either for that matter. Logi should be as fast as the assault, it has no reason whatsoever to be faster, so why not just buff the logi? Why do you need to nerf the assaults? Why not try a logi buff and then tweak as necessary.
You want assaults using the assault suit, you need to make it viable so that all other suits can shine in their respective fields. But by all means nerf the assault, I have enough suits to make my role viable.
Good luck Aeon, I think youGÇÖre on your own.
=ƒÿ¦
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Varoth Drac
Dead Man's Game
912
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Posted - 2015.05.28 16:34:00 -
[419] - Quote
Adipem Nothi wrote:Varoth Drac wrote:How about reducing assault movement by 0.3 rather than 0.5, like Rattati said he was thinking of doing. Sheet added! Instances of overlap highlighted. The MN Assault is still a 'bit too fast ... ends up with higher sprint than present. Could dial back sprint from 1.5, but then GA/CA/AM Assault sprint speed would take a hit. Couple of issues.
Why do all your sprint speeds have an extra 5% multiplier?
I interpreted Rattati's latest comment to suggest +0.5 logi speed, - 3% assaults speed, not +/- 3%.
Looking at the OP, Min assault speeds should be an equal amount higher than Amarr speeds are lower. So 4.9 rather than 5. |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 16:36:00 -
[420] - Quote
Sleepy Shadow wrote:[Why do you need to nerf the assaults?
A Speed / HP curve cannot exist without tuning Assault HP or Assault Speed. If Assault HP potential were dramatically reduced, they'd have a far tougher time assaulting positions defended by Heavies.
Shoot scout with yes. - Ripley Riley (for CPM2)
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