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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.29 01:41:00 -
[541] - Quote
Heimdallr69 wrote:True Adamance wrote:Heimdallr69 wrote:I ran scouts until mordu's then I ran nothing but assaults except the time I broke gal logi...call me a tryhard all you want I've been a loyal assault for like 2 years..yeah it's time for me to have some fun and break these suits...I've dealt with assaults being UP and I refuse to go through it again =ƒÿê You are a tryhard......but you have the gun game to back up your assertions....so pretty much anyone who claims you are a bad player has to remember that you ran Carthums on a Caldari Assault back when both really sucked. You remember that? =ƒÿâ
Of course.
"Crush all who complain!"
- Arkena Wyrnspire
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.29 01:49:00 -
[542] - Quote
Breakin Stuff wrote:[...] I cannot use the strafe exploit because I use the M/KB, because the wiggle dance is DEPENDENT upon Aim Assist, which allows reticle magnetism to briefly attach to the target and grant you a precious second of firing time on target with each pass, if you time it and fire in bursts, you can literally appear as a gun-game god among the masses.
M/KB players cannot enjoy aim assist, it is excluded from our control scheme. Therefore, people who wiggle are vastly more effective against so-called "mouse cheaters."
[...]
So glad someone finally put this to light. Hit detection issues are bad in a FPS shooter game. I cannot tell any of you just how frustrating it is to use mouse/keyboard in dust.
The break-dance has to go.
Know what cannot be known.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 02:56:00 -
[543] - Quote
Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today
Added Worksheet: Spero's Concept
> Google Doc <
In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier to better fit the conceptual Speed/HP tradeoff model. Logis maintain current movement speeds and an increased sprint multiplier to better fit the conceptual Speed/HP tradeoff model.
Friendly Reminder: Figures prepared for spitballing purposes only.
Shoot scout with yes. - Ripley Riley (for CPM2)
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.29 03:22:00 -
[544] - Quote
I was wondering... Why are we doing this?
I mean why is high HP and high mobility/speed a problem? I know that it is currently but why is it mechanically an issue in the first place?
I remember when we tried getting kincats moved to high slots and damage mod moved to low slots. This issue of high hp and speed came up.
Is there's mechanically a reason why high speed and hp fits are a problem and not high hp and high damage fits?
Is there or should there be a curve for damage vs hp? |
Baal Omniscient
Qualified Scrub
2
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Posted - 2015.05.29 03:40:00 -
[545] - Quote
Heimdallr69 wrote:True Adamance wrote:Heimdallr69 wrote:I ran scouts until mordu's then I ran nothing but assaults except the time I broke gal logi...call me a tryhard all you want I've been a loyal assault for like 2 years..yeah it's time for me to have some fun and break these suits...I've dealt with assaults being UP and I refuse to go through it again =ƒÿê You are a tryhard......but you have the gun game to back up your assertions....so pretty much anyone who claims you are a bad player has to remember that you ran Carthums on a Caldari Assault back when both really sucked. You remember that? =ƒÿâ I remember that. I also remember ReFlex running a Carthum/shotty combo on a scout back in Codex when all three sucked. That dude was crazy good.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 04:03:00 -
[546] - Quote
Cross Atu wrote:Aeon Amadi wrote:Cross Atu wrote:
In short, frustrated or not, having a cohesive game design that allows for fundamental balance to finally replace the back and forth we've dealt with for years trumps any particular current effects those changes have on you, me, or any specific sub-facet of the game.
0.02 ISK
Easy to say. Harder to live with. Kaeru Nayiri wrote:Aeon Amadi wrote:-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. How can anyone say this with the massive hit detection issues currently in game ?! Again. Mobility is king in CQC. All the EHP in the world won't matter if they can hit you but you can't hit them. Easy or hard it is an objective reality and we either live with that or live with continued imbalance until the servers burn out. I have yet to see any evidence which indicates there is a viable long term third option.
If you're looking, you'll notice that a lot of your main slayers (Heimdallr, Kalante to name two right off the top of my head) are already considering Slayer Logi's because of these changes because the benefits will outweigh the lack of a sidearm/slight EHP differential. I've already given an example as to why.
If this is the intended design than I'm all for it but as it stands I'm already looking at the Gallente Logi as being more viable than my Gallente Assault for combat purposes. Even started training myself using a Gallente Assault with no sidearm today.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 04:14:00 -
[547] - Quote
Cross Atu wrote:Baal Omniscient wrote: The third option is obvious. Buff the other stuff and take the balance changes slow. Make your buffs, gather data and move on from there. It's hardly a massive operation to tweak a couple numbers later after gathering data.
That is literally not able to be an alternative to what I was talking about. Specific changes nerf or buff, to any given aspect can be part of a base method, or can happen absent a base method but in no case are they an alternative to a choice between having a base method or not.
I understand whole-heartedly where you're coming from and I agree that we need base methods and foundations, but here are the points of contention with that foundation that need to be seriously considered:
Your high-end slayers are telling you that the speed is preferable to EHP and the speed nerf will cause them to go to Slayer Logis as a result. They've proposed the they'd be willing to take an EHP loss in exchange but that isn't being considered as an option.It gives this thread the feeling that it's less open for feedback and more for retrieving praise. That's not an insinuation or tin-foil, it's legitimately what it feels like to some of us because the counter-proposals/compromises aren't being considered or being discredited by other members of the community in favor of what this thread brings to the table.
Base methods and foundations are great but the short-term effects are going to cause long-term consequences when everyone starts complaining about the justifiable meta shift and they start wanting Logi's punished for their slayer capability.The foundation is already causing theory-crafting toward messing with sprint-speed values to compensate but it's all abstract - we legitimately don't know what's going to happen and the more major changes we make the more we feel the need to compensate by making even more changes. It's causing a sort of cascade effect.
Some of the community is asking for slow, methodical changes, and the answer is that it's not an option. That's unfair. It -is- an option, it's just an option that's not willing to be taken or considered because the benefits of the foundation arguably overshadow the cautious approach.
Please reconsider.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 04:19:00 -
[548] - Quote
Adipem Nothi wrote:Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today Added Worksheet: Spero's Concept > Google Doc < In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier. Logis maintain current movement speeds and an increased sprint multiplier. Friendly Reminder: Figures prepared for spitballing purposes only.
.....? I said the exact same thing and you guys said that it was guarantee'd slayer Logis.
Maybe I should just get Kain to speak for me from now on?
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 04:22:00 -
[549] - Quote
Aeon Amadi wrote:... the cautious approach.
Correct me where I'm wrong:
Movement * Nerf MN Assault base movement speed. * Buff Logi base movement speed. * Buff Commando base movement speed.
HP Potential * Nerf Assault base HP. * Buff Commando slot count.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 04:23:00 -
[550] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today Added Worksheet: Spero's Concept > Google Doc < In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier. Logis maintain current movement speeds and an increased sprint multiplier. Friendly Reminder: Figures prepared for spitballing purposes only. .....? I said the exact same thing and you guys said that it was guarantee'd slayer Logis. Maybe I should just get Kain to speak for me from now on?
Honestly, I only read a small percentage of what people write if they're throwing a fit. Usually the first line of each paragraph. If you recommended this, I missed it. What I mostly saw was "Nerf MN Assault, but don't touch my Gal Assault".
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 04:24:00 -
[551] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today Added Worksheet: Spero's Concept > Google Doc < In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier. Logis maintain current movement speeds and an increased sprint multiplier. Friendly Reminder: Figures prepared for spitballing purposes only. .....? I said the exact same thing and you guys said that it was guarantee'd slayer Logis. Maybe I should just get Kain to speak for me from now on? Honestly, I only read a small percentage of what people write if they're throwing a fit. Usually the first line of each paragraph. If you recommended this, I missed it. What I mostly saw was "nerf MN Assault. Don't touch my Gal Assault".
And you guys wonder why I'm argumentative and confrontational.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 04:28:00 -
[552] - Quote
Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it.
But now that you're head is clear ... may I ask?
Adipem Nothi wrote:Aeon Amadi wrote:... the cautious approach.
Correct me where I'm wrong: Movement* Nerf MN Assault base movement speed. * Buff Logi base movement speed. * Buff Commando base movement speed. HP Potential* Nerf Assault base HP. * Buff Commando slot count.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 04:33:00 -
[553] - Quote
Adipem Nothi wrote:Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it. But now that your head is clear ... may I ask?
Ask what?
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 04:34:00 -
[554] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it. But now that your head is clear ... may I ask? Ask what?
In your response to Cross, you say "take the cautious approach" ... please elaborate. What do you have in mind?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 04:39:00 -
[555] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it. But now that your head is clear ... may I ask? Ask what? In your response to Cross, you say "take the cautious approach" ... please elaborate. What do you have in mind?
Ah. That. Sorry, only read the first part of your post.
I dunno, #stuffI'vealreadysaid. Like, buffing Commandos/Logis first and seeing how that works before nerfing Assaults.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 04:49:00 -
[556] - Quote
Added "Not Aeon's Idea": > Google Doc <
* Decrease Assault base HP by 25% * Decrease MN Assault base movement from 5.3 to 5.2 * Set Logi base movement / sprint = Assault base movement / sprint
Spitballing, of course. What do you think?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 04:51:00 -
[557] - Quote
DeathwindRising wrote:
I mean why is high HP and high mobility/speed a problem?
If this logic is used I want a proportionately similar increase to speed on my fatsuits.
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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Kain Spero
Negative-Feedback
5
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Posted - 2015.05.29 05:01:00 -
[558] - Quote
Adipem Nothi wrote:Adipem Nothi wrote:Kain Spero wrote:Looking at a lot of the discussion and what Rattati has posted so far I do think it's good to correlate Base HP to movement.
I would say though that it is critically important to take into account HP, walk speed, sprint speed, stamina, and stamina regeneration in a complete picture and make sure that the way those stats are set the logistics suits and assault suits are best able to fulfill their roles.
If walk speed correlates to strafe speed and that's the most important combat movement in people's mind then the assault should probably have the best walk speed. After that take HP to Movement curve and adjust the other stats (sprint speed modifier, stamina, stamina regeneration) so it falls in line. Good idea. Maybe we're looking at mobility backwards. Sprint: Logi > Assault. Movement: Assaults > Logi. Will put together some numbers later today Added Worksheet: Spero's Concept > Google Doc < In essence, an inversion of Ripley Riley's vision (Assaults sprinting from cover to cover or from spawn to frontline). Rather, Assaults maintain current movement speeds and a decreased sprint multiplier. Logis maintain current movement speeds and an increased sprint multiplier. Friendly Reminder: Figures prepared for spitballing purposes only.
I think this may be missing the full picture though. We need to look at this from the perspective of using stamina pool and stamina recovery as well.
It could very well be that the assault could have higher stats when it comes to walk speed and sprint but pay for these stats in its stamina pool and regeneration. The effect could be an assault moves faster over say 50m but the logi moves faster over 100m. Just spit balling here.
Owner of Spero Escrow Services
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2
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Posted - 2015.05.29 05:01:00 -
[559] - Quote
The consensus in this thread is that speed > ehp. That's not a theorycrafting delusion, it's a conclusion drawn from the considerable experience of many players.
That little inequality above is a rock solid indication that the speed-ehp curve is not linear. What shape is it? What variables are we excluding? What is the shape of the scans-ehp curve, or the scans-ehp-speed surface? Which of our assumptions are shakey?
Might as well start developing using a ouija board if we're gonna continue pulling relationships out of our collective ass. Uncovering the real relationships governing the dynamics of the game is a non-trivial job for a team of competent research scientists. Give it up now peeps.
What can we do? Something far more bread-and-butter: Define the suit roles first and work forward from those role definitions.
PSN: RationalSpark
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 05:21:00 -
[560] - Quote
Adipem Nothi wrote:Added "Not Aeon's Idea": > Google Doc < * Decrease Assault base HP by 25% * Decrease MN Assault base movement from 5.3 to 5.2 * Set Logi base movement / sprint = Assault base movement / sprint Spitballing, of course. What do you think?
Tweaked the Idea above to better fit the curve ...
* Assault Base HP: -25% * MN Assault Base Movement: 5.30 ---> 5.00 (-5.7%) * GA Assault Base Movement: 5.00 ---> 4.85 (-3%) * CA Assault Base Movement: 5.00 ---> 4.85 (-3%) * AM Assault Base Movement: 4.80 ---> 4.70 (-2.1%) * MN Logi Base Movement: 5.00 ---> 5.20 (+4%) * GA Logi Base Movement: 4.70 ---> 5.00 (+6.4%) * CA Logi Base Movement: 4.70 ---> 5.00 (+6.4%) * AM Logi Base Movement: 4.55 ---> 4.80 (+5.5%) * No changes to Sprint Multipliers
Assumptions Armor/Shield Regen: Assault > Logi > Scout Stamina Pool: Scout > Assault > Logi Stamina Regen: Scout > Assault > Logi
Thoughts?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.29 05:25:00 -
[561] - Quote
Adipem, I have to commend you on all the work you're doing making these models for each argument. Thank you.
Concerning the most recent edition, what about a bricked out version? 25% less HP on base stats is only so much. In the end if we still have break-dancing assaults that go from 800 to 700 eHP it will all be for nothing.
Know what cannot be known.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 05:32:00 -
[562] - Quote
Kaeru Nayiri wrote:Adipem, I have to commend you on all the work you're doing making these models for each argument. Thank you.
Concerning the most recent edition, what about a bricked out version? 25% less HP on base stats is only so much. In the end if we still have break-dancing assaults that have 60 less eHP it will all be for nothing. Thanks!
Looks like Cyrus is making some headway over at protofits. I think we'll be able to stress test these concepts more effectively (and meaningfully) once his sandbox is ready for us. Meanwhile, my goal is to outline very broad, basic frameworks to illustrate the various approaches proposed so far ... lots of fundamentally different opinions on "how to" :-)
Shoot scout with yes. - Ripley Riley (for CPM2)
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.29 05:34:00 -
[563] - Quote
We're lucky to have people like him and yourself. That's about all I can say, really. Heading off for the night.
Know what cannot be known.
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.05.29 06:10:00 -
[564] - Quote
Adi did you know gal logi reps at 5 and gal ass 4.5? Sorry I'm doped up atm (surgery) I didn't know that made a fit earlier can you confirm? Might be to doped up atm
Removed inappropriate content - CCP Logibro
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.29 06:14:00 -
[565] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: And you guys wonder why I'm argumentative and confrontational.
So it's our fault that you throw fits and get yourself ignored. Got it. But now that your head is clear ... may I ask? Ask what? In your response to Cross, you say "take the cautious approach" ... please elaborate. What do you have in mind? Ah. That. Sorry, only read the first part of your post. I dunno, #stuffI'vealreadysaid. Like, buffing Commandos/Logis first and seeing how that works before nerfing Assaults. As I've said every time it comes up the only "skin in the game" I have is that the ratio itself be maintained as a game wide foundation (or if a case is solidly built against it that the ratio be abandoned as a game wide thing when it comes to balancing roles, mods, races et al).
I have no stake whatsoever in what those ratios are or which role falls where within them so long as the ratios are applied universally and equally. Without a universal and equal application of foundational vision (be it this method or another) that applies to all roles rather than cherry picks a few things, balance becomes either a bad zero sum game or a crapshoot and we stay in the same rut we've been in for years.
To get more specific in reference to one of your prior posts, if speed, especially even a single metric of speed (be that strafe/move, sprint, or other) is enough to outweigh dps potential and raw HP then that to me screams that there is a large and fundamental problem. In the context of the ratio method, if speed really is this huge of a factor then the amount of eHP set to counter balance it needs to be scaled up accordingly until it is no longer meaningless and dismissible and the same ratio - whatever that may be - needs to be applied to all roles.
Make heavies fly like hot air balloons, scouts sparkle like unicorns, assaults have 1k HP per 1m of sprint speed, and logi slower than commandos for all I care, so long as there is a solid and universally applied method so that we have a context to actually and finally get some balance build rather than just the latest iteration of "king of the hill" FotM chasing. Having one role/fit be "the thing" is bad balance it doesn't matter if that's the Cal Logi, the Amarr Sent, the Gal Scout, or the Min Assault. One role, or even worse one racial sub role, or still worse one fit type, being "the thing" is bad balance and always needs to die in fire. And without a consistent universal method it is harder to see that coming, takes longer to see it when it's present, and is an impediment to finding an effective solution that isn't just "nerf it into the ground" which is IMO never the ideal way to redress something being OP.
If the major concern here is "don't touch any assault numbers except maybe the min assault" then sure fine, touch none of them and simply balance the stats on all the other suits around the assault baseline, doesn't bother me in the least, just maintain a consistent and even handed approach game wide, because failing to do that is quite simply failing the health and quality of the game. Lack of consistent vision is a large part of what got us into this mess as we've both pointed out more than once, we've had years of it, time to give up on half measures and special cases, we need a consistent method or we're not going to get out of the messes we've been dealing with.
CPM 1 mail me your feedback and remember to have fun!
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.29 06:31:00 -
[566] - Quote
Adipem Nothi wrote:Adipem Nothi wrote:Added "Not Aeon's Idea": > Google Doc < * Decrease Assault base HP by 25% * Decrease MN Assault base movement from 5.3 to 5.2 * Set Logi base movement / sprint = Assault base movement / sprint Spitballing, of course. What do you think? Tweaked the Idea above to better fit the curve ... * Assault Base HP: -25% * MN Assault Base Movement: 5.30 ---> 5.00 (-5.7%) * GA Assault Base Movement: 5.00 ---> 4.85 (-3%) * CA Assault Base Movement: 5.00 ---> 4.85 (-3%) * AM Assault Base Movement: 4.80 ---> 4.70 (-2.1%) * MN Logi Base Movement: 5.00 ---> 5.20 (+4%) * GA Logi Base Movement: 4.70 ---> 5.00 (+6.4%) * CA Logi Base Movement: 4.70 ---> 5.00 (+6.4%) * AM Logi Base Movement: 4.55 ---> 4.80 (+5.5%) * No changes to Sprint Multipliers AssumptionsArmor/Shield Regen: Assault > Logi > Scout Stamina Pool: Scout > Assault > Logi Stamina Regen: Scout > Assault > Logi Thoughts? Maybe it's the migraine causing my brain to fail but having three roles using one consistent ratio/method to define them all (thus having balance) cannot yield those hierarchical results, can it?
If we convert your assumptions section into a simple numeric comparison by rank value we get
Armor/Shield Regen: 3 pts Assault > 2 pts Logi > 1pt Scout Stamina Pool: 3pts Scout > 2pts Assault > 1pt Logi Stamina Regen: 3pts Scout > 2pts Assault > 1pt Logi
Net results: Scout 8pts > Assault 7pts > Logi 4pts That's not a consistently applied ratio with two out of the three listed roles doubling (or nearly doubling) the third role. No matter what role is in that third slot we're failing the method and thus failing balance. This situation gets even worse if there other roles added at or below the 4 pt threshold (or lower) or frankly just the more roles that are added at all because whether low or high added roles (which clearly do exist in the game) simply push the outliers further out be that UP or OP (or worst, cases of both).
Is there some way in which I have misapplied the conceptual aspects here?
CPM 1 mail me your feedback and remember to have fun!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 07:37:00 -
[567] - Quote
What I'm seeing is a lot of asspulls to justify not setting an in-game baseline standard that can be adjusted upward or downward as a whole.
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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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.29 07:47:00 -
[568] - Quote
Cross Atu wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote: So it's our fault that you throw fits and get yourself ignored. Got it.
But now that your head is clear ... may I ask?
Ask what? In your response to Cross, you say "take the cautious approach" ... please elaborate. What do you have in mind? Ah. That. Sorry, only read the first part of your post. I dunno, #stuffI'vealreadysaid. Like, buffing Commandos/Logis first and seeing how that works before nerfing Assaults. As I've said every time it comes up the only "skin in the game" I have is that the ratio itself be maintained as a game wide foundation (or if a case is solidly built against it that the ratio be abandoned as a game wide thing when it comes to balancing roles, mods, races et al). I have no stake whatsoever in what those ratios are or which role falls where within them so long as the ratios are applied universally and equally. Without a universal and equal application of foundational vision (be it this method or another) that applies to all roles rather than cherry picks a few things, balance becomes either a bad zero sum game or a crapshoot and we stay in the same rut we've been in for years. To get more specific in reference to one of your prior posts, if speed, especially even a single metric of speed (be that strafe/move, sprint, or other) is enough to outweigh dps potential and raw HP then that to me screams that there is a large and fundamental problem. In the context of the ratio method, if speed really is this huge of a factor then the amount of eHP set to counter balance it needs to be scaled up accordingly until it is no longer meaningless and dismissible and the same ratio - whatever that may be - needs to be applied to all roles. Make heavies fly like hot air balloons, scouts sparkle like unicorns, assaults have 1k HP per 1m of sprint speed, and logi slower than commandos for all I care, so long as there is a solid and universally applied method so that we have a context to actually and finally get some balance build rather than just the latest iteration of "king of the hill" FotM chasing. Having one role/fit be "the thing" is bad balance it doesn't matter if that's the Cal Logi, the Amarr Sent, the Gal Scout, or the Min Assault. One role, or even worse one racial sub role, or still worse one fit type, being "the thing" is bad balance and always needs to die in fire. And without a consistent universal method it is harder to see that coming, takes longer to see it when it's present, and is an impediment to finding an effective solution that isn't just "nerf it into the ground" which is IMO never the ideal way to redress something being OP. If the major concern here is "don't touch any assault numbers except maybe the min assault" then sure fine, touch none of them and simply balance the stats on all the other suits around the assault baseline, doesn't bother me in the least, just maintain a consistent and even handed approach game wide, because failing to do that is quite simply failing the health and quality of the game. Lack of consistent vision is a large part of what got us into this mess as we've both pointed out more than once, we've had years of it, time to give up on half measures and special cases, we need a consistent method or we're not going to get out of the messes we've been dealing with.
You're hearing yourself right? The entire balancing act that exists, that is the product of all the balance/rebalance/nerf/buff of the last several years, which is pretty damn close to being done is why I've been so adamant about NOT retooling slots or progression, NOT rewriting all the bonusing just enhancing it, NOT making anything but some basic stat buffs for so long. The game overall, until recent "fixes" pooched the matchmaking and connections, feels really good balance-wise, inter-frame combat-wise.
Its so close but theres the continuous effort to keep rewriting things far more or beyond whats needed and in doing so constantly having to rewrite other things endlessly.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 08:02:00 -
[569] - Quote
el OPERATOR wrote:
The entire balancing act that exists, that is the product of all the balance/rebalance/nerf/buff of the last several years, which is pretty damn close to being done
ElOperator I can respect most of your opinions, but the entire post you made, especially THIS is either the most naive, or the most DELIBERATELY self-serving post I have EVER seen you make.
The balance isn't even close to done.
Progression is only balanced if you think that new players are properly intended as stat padding gunfodder.
We still have no true balance between shields and armor. It's close but nowhere near resolved.
AV/V is COMPLETELY UNBALANCED.
The suits do not have equal urutility within their class.
The classes do not have equal utility with each other.
The weapons are completely segregated by utility. If balance was even close to extant all of them would be used more or less equaly.
And the balance you say is almost there is A revolving door of jacked up and screwed.
What rattati proposes is to set a baseline, so it can actually be determined what the value ratio between speed and HP actually is.
So long as the wiggle strafe is considered a viable tactic because it breaks hit detection, wedwe do not, and NEVER WILL be able to balance ANYTHING.
Every single post telling rattati no has been the most thinly veiled cover for self interest from people who want their top fit to remain the top fit AT ALL COST.
Welcome to the meta tree shaking again. Figure it out and try to help make progress because "this far and no farther" battle cries from people who enjoy a position of ability to at-will trash the majority of the playerbase through use of abundant resources and near unlimited ability to casually drop proto everything gets rapidly old and uninspiring.
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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Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.29 08:47:00 -
[570] - Quote
You left out HP Pool and Movement Speed, and you are overvaluing Stamina Pool and Stamina Regen. (No module will give you +0.45 movement speed but 1 module will give +100% Stamina AND +100% Stamina Regen.)
Besides if you are going to start comparing the value different suits stats you'll need a baseline and then assign a value to each attribute (module slot per benefit would be a decent enough start since the different modules already have an assign value by CCP), that way you can calculate the combined stats of a suit as a single value. (Though it will be incomplete since there isn't an assigned value for high/low to eq and/or weapon slot conversions.) |
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