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Thread Statistics | Show CCP posts - 31 post(s) |
Doc DDD
TeamPlayers Negative-Feedback
459
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Posted - 2015.05.27 10:24:00 -
[31] - Quote
Breakin Stuff wrote:Doc DDD wrote:Breakin Stuff wrote:Doc DDD wrote:
That was my feedback, caldari will be nerfed to be slower than gallente if gallentes speed is buffed. complex regulator gives you 100% more stamina and regen on a suit with 5 lows. Unless you are planning on giving it a quarter of its current stamina and regen there will be even more imbalance.
Why doesn't caldari have a much higher movement speed as it is only using shields? If you are giving gallente higher native top speed why not give caldari higher movement speed similar to minmitar assault ( which dual tanks ). Similar to vehicles, Gunlogis are better a manoeuvring while gallente has higher top speed?
Isn't that how balance works?
There is no rant, just trying to paint a picture on how certain things are being perceived.
This doesn't resemble what you posted in the sligthest, it was an accusative rant, and there's no mistaking it. And quit trying to logic, you suck at it, a buff to gallente does not automatically mean caldari were nerfed. So if you buffed every suit in the game save the heavy suit, this would not be a heavy nerf? Go back to school No, in fact it would not, a nerf is a reduction, unless the heavy suit was in fact reduced in some fashion, then it is not a nerf. Are you unfamiliar with meaning and cause/effect?
The effect would be the reduction in viability of the heavy suit comparatively to other suits, thus a nerf, Imagine all suits get triple the base ehp other than the heavy. Focus really hard and understand. This would be a heavy nerf.
Go back to school
I'm not interested in debating with someone that doesn't understand and won't stay on the OP's topic, troll away you will be taking to a wall.
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Varoth Drac
Dead Man's Game
892
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Posted - 2015.05.27 10:28:00 -
[32] - Quote
In response to Tesfa:
When thinking about slayer logis, don't forget assault's higher base hp (much more than back in slayer logi days), stamina and regen. Also don't forget that sidearms are both much better and much more important than they were in slayer logi days.
I do think you have a point about slowing assaults down too much. Perhaps putting their speed below that of current logis is going a bit far in one go. |
Oswald Rehnquist
1
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Posted - 2015.05.27 10:31:00 -
[33] - Quote
Cat Merc wrote:Doc DDD wrote: Go figure, Rattati quick to buff armor suits when one person asks...
8 threads on boards regarding caldari shields being garbage and not a single reply.
Make sure Caldari has absolutely no choice but to sit behind a rock in the redline, both infantry and HAV.
Why not give madrugars a built in nitro booster because 'EVE' and who cares about balance?
How about remove all the stacking penalties from caldari shields, drastically increase damage threshold, and make the suits run faster, you know, since they need to run back to the redline as soon as they are spotted now that gallente have been green lit for turbo.
...What? Did you notice the other part? Nerf stamina? I want Gallente to be what they are supposed to be, quick sprinters, terrible long distance runners.
Would this then reduce gallente ehp due to their faster speed? Essentially I am wondering if stamina is or isn't included in this ratio.
I like what is suggested if only to make suits more distinct, I'm just cautious as extraneous balancing factors than simple trading of stats, because synergy is extremely important in these matters, and not all of the bonuses trade of equally for each role. A fast walking speed is incredible powerful as you have the freedom to act as oppose to sprinting where you have to finish the act of sprinting, how that translates in Eve vs Dust may be slightly different.
As another pointed out, what does a boat load of stamina for the slow amarr if min are the best sprinters and best at stamina regen, meaning they truly get more out of their stamina for jumps and running. Not that having boat loads of stamina is bad, but clearly there are diminishing returns for poorly synced stats.
Also curious on what your thoughts on what should happen to the other suits as it pertains to ehp and speed. The caldari + shields are the biggest offenders here as high shield values don't exist in dust.
It was originally shields= Low EHP+fast vs armor= High EHP+slow. This specific distinction was created back when amarr also had even slot layouts. So clearly we are looking to break that model. By buffing gallente speeds we then have a speed hierarchy closely related to eve with Min, gal, cal, ama in that order. Shield currently fit the min them with low ehp and fast but clearly doesn't fit the caldari them of slower shield tanks. Another kicker is that we have light armor (ferros, reactive) and heavy armor (plates), while we only have one shield module to share between the fastest suits (min) and the second slowest suits (cal).
Essentially the armor vs shield conflict is very much a part of this normalization.
Below 28 dB
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.27 10:31:00 -
[34] - Quote
Doc DDD wrote: The effect would be the reduction in viability of the heavy suit comparatively to other suits, thus a nerf, Imagine all suits get triple the base ehp other than the heavy. Focus really hard and understand. This would be a heavy nerf.
Go back to school
I'm not interested in debating with someone that doesn't understand and won't stay on the OP's topic, troll away you will be taking to a wall.
you're touting your opinions as facts. again.
You have a different philosophical bent and I disagree with your premise. I am allowed to disagree with you and am perfectly within my rights to not be dissuaded by flimsy logic. Either find a better premise, or shut up.
Either way you telling me to go back to school is bluntly childish, and you're getting mad because I think you're wrong. Which, objectively, you are.
So please, try using evidence to back your claims rather than blanket statements.
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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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.05.27 10:34:00 -
[35] - Quote
if Gallente becomes the bat out of hell I would severely nerf their stamina regent severely in a manner most serious.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.27 10:39:00 -
[36] - Quote
Iron Wolf Saber wrote:if Gallente becomes the bat out of hell I would severely nerf their stamina regent severely in a manner most serious. that was part of the original suggestion
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 - 2015.05.27 10:41:00 -
[37] - Quote
Tesfa Alem wrote:Okay this may seem a bit ranty, but its just my observations, no dev bashing here.
I'm all for across the board consistency.
Here the assaults suits are getting a really big nerf. From what i can tell from the picture, logis get 0.25 m/s buff, the assault suits roughly 0.5 m/s speed nerf, commandos .35 roughly speed buff.
The Min Assault will be as fast the current Min Logi. Caldari and Gallente as slow as the current Amarr logi. And that is really, really slow. The Amarr assaults are gettin the speed of current heavy suits. Oh wow. Thats a little too much Mr. Rattati.
In a Foot race, post changes, guessing roughly of course.
1. Min scout 5.7 m/s
2. Gal Scout Caldari Scout 5.4 m/s
3. Amarr scout, Min Logi 5.25 m/s
4. Gal Logi, Caldari Logi, Min Basic 5 m/s
5. Min Assult 4.85 m/s
6. Amarr Logi, Gallente basic, Caldari Basic 4.75 m/s
7. Gallente Assult, Caldari Assault, Amarr Basic, Minmatar commando 4.6 m/s
8. Amarr assault, Caldari Commando, Gallente Commando, Min heavy basic 4.4 m/s
10. Minmatar Setinel 4.25 m/s
11. Amarr commando, caldari heavy, gallente heavy 4.2 m/s
12.Caldari setinel, gellente setinel 3.9 m/s
13. Amarr heavy 4.85 m/s
14. Amarr setinel 3.6 m/s
With the planned tiericide, I confidently predict the return of the slayer Logi. Identical slots, more fitting space, and now faster than the assault suits.
After all, the Min Logi will have a 4/4/4 slot layout at all tiers, and is getting the min assaut speed. Fit militia equipment to free up fitting space and the ADV min logi becomes the current Proto Min Assault. You can apply the same logic to the other assaults with dare i say it, lackluster bonuses. A cal logi with 5/3/3 slots or a slower caldari assault that can reload. Gal logi with extra fitting space or a slow gal assault that has less dispersion? And the Amarr assult....well might as well run a commando or heavy suit instead, more HP and more fire power, and identical if not faster speeds.
I can't wait for the forums will begin to erupt about the min logi's s hit box detection, etc etc. Pretty much every thing they spull out of thier butts about the min assault witll be applied to the min Logi.
Suggetion: Tighten up the assault speeds. Start the minmatar at 5.1 m.s, Gal calari at 4.9 and end with the Amarr at 4.6 m/s Slightly slower than thier respective racial logis, but certainly faster then comandos. I appreciate the thought, but there is a reason I am trying to move away from "feelings" and more to math and facts. The design needs to make sense, and players trade speed for tank, that's why dropsuits need to fit on the curve. If you don't want less speed, then the only way is less tank, but we already buffed tank for a reason and I don't want to change that. Speed has never been normalized properly before, and it needs to be done on a stable foundation, i.e. the speed/ehp curve.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.05.27 10:41:00 -
[38] - Quote
Breakin Stuff wrote:Iron Wolf Saber wrote:if Gallente becomes the bat out of hell I would severely nerf their stamina regent severely in a manner most serious. that was part of the original suggestion
not saying anything about the stamina pool i mean it could be a reasonable sized one just it take forever to come back.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.27 10:42:00 -
[39] - Quote
Iron Wolf Saber wrote:Breakin Stuff wrote:Iron Wolf Saber wrote:if Gallente becomes the bat out of hell I would severely nerf their stamina regent severely in a manner most serious. that was part of the original suggestion not saying anything about the stamina pool i mean it could be a reasonable sized one just it take forever to come back. gallente already regen stamina ass-slow dude.
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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Kaughst
Nyain San
825
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Posted - 2015.05.27 10:48:00 -
[40] - Quote
Iron Wolf Saber wrote:Cat Merc wrote:CCP Rattati wrote:Cat Merc wrote:A simulation of that in DUST would be like giving Gallente same or better sprint speed than Minmatar, but nerfing the stamina so it can only be used in short bursts. Logged on the Big Board \o/ Amarr meanwhile would just have stupid amounts of stamina while being slow.
Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
"Remember: no matter the circumstances, there will always be people willing to push you down a hole."
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.27 10:49:00 -
[41] - Quote
Kaughst wrote:Iron Wolf Saber wrote:Cat Merc wrote:CCP Rattati wrote:Cat Merc wrote:A simulation of that in DUST would be like giving Gallente same or better sprint speed than Minmatar, but nerfing the stamina so it can only be used in short bursts. Logged on the Big Board \o/ Amarr meanwhile would just have stupid amounts of stamina while being slow. Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
only if you remove the speed penalty.
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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Oswald Rehnquist
1
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Posted - 2015.05.27 11:01:00 -
[42] - Quote
Kaughst wrote:
Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
That would be backwards actually, if its a %, those with the least amount of stamina would be effected the least, while those with the most stamina would be effected the most.
Breakin Stuff wrote:
No, in fact it would not, a nerf is a reduction, unless the heavy suit was in fact reduced in some fashion, then it is not a nerf.
Are you unfamiliar with meaning and cause/effect?
I will probably regret responding here, but only because this irked me back in closed beta when discussing balance, no hostilities intended or taking of sides, just counteracting this one very specific line of thought.
Everything is relative, when we say heavies have high ehp, its in comparison to everything else, its that they have high ehp compared to the other suits. What is 5000 if not just a number? Compare that to 100 or to 4000 and the relationships they share with the original number of 5000 changes dramatically.
The concept of balance is understanding these relationships, and the overall modifying of relationships can either take on the form of modifying one item or modifying everything else. Nerf or buff labels are applied to the outlier or target of which the relationship changes were intended to impact.
Below 28 dB
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.27 11:03:00 -
[43] - Quote
Oswald Rehnquist wrote:Kaughst wrote:
Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
That would be backwards actually, if its a %, those with the least amount of stamina would be effected the least, while those with the most stamina would be effected the most. Breakin Stuff wrote:
No, in fact it would not, a nerf is a reduction, unless the heavy suit was in fact reduced in some fashion, then it is not a nerf.
Are you unfamiliar with meaning and cause/effect?
I will probably regret responding here, but only because this irked me back in closed beta when discussing balance, no hostilities intended or taking of sides, just counteracting this one very specific line of thought. Everything is relative, when we say heavies have high ehp, its in comparison to everything else, its that they have high ehp compared to the other suits. What is 5000 if not just a number? Compare that to 100 or to 4000 and the relationships they share with the original number of 5000 changes dramatically. The concept of balance is understanding these relationships, and the overall modifying of relationships can either take on the form modifying one item or modifying everything else. Nerf or buff labels are applied to the outlier or target of which the relationship changes were intended to impact.
that's rebalancing, not nerfing.
Nerfing is a term used to indicate a deliberate reduction in efficacy. I am not wrong.
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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.27 11:26:00 -
[44] - Quote
Kaughst wrote:Iron Wolf Saber wrote:Cat Merc wrote:CCP Rattati wrote:Cat Merc wrote:A simulation of that in DUST would be like giving Gallente same or better sprint speed than Minmatar, but nerfing the stamina so it can only be used in short bursts. Logged on the Big Board \o/ Amarr meanwhile would just have stupid amounts of stamina while being slow. Haven't down the thread, but wouldn't it be logical at that point to make armor plates reduce stam.
interesting. |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.27 11:39:00 -
[45] - Quote
CCP Rattati wrote: I appreciate the thought, but there is a reason I am trying to move away from "feelings" and more to math and facts. The design needs to make sense, and players trade speed for tank, that's why dropsuits need to fit on the curve. If you don't want less speed, then the only way is less tank, but we already buffed tank for a reason and I don't want to change that. Speed has never been normalized properly before, and it needs to be done on a stable foundation, i.e. the speed/ehp curve.
True, and i'm not knocking the logic of what your putting together. As I understand it, you want the fastest member of one class to be at the same speed as the slowest member of the next class, because each class has higher potential eHP.
Fastest medium = slowest light suit Fastest heavy suit = Slowest medium suit.
Overall its pretty decent with the exception of the Amarr Assault.
A Assault has roughly 200 more ehp than the Amarr logi bout half a meter slower.
GA and CA commandos with 200 more base eHP will be same speed as A. Assault.
Min commando with roughly 170 more eHP will be faster than A.Assault.
So instead of a smooth curve, theres a big dip for the A. Assaults and a spike for the commandos.
I'm suggestion this can be smoothed out by slightly increasing the proposed speed changes for the assault class, and slight decrease for the commando changes. Not by much, just by 0.5 meter in either direction.
The fastest heavy suits is the Min commando, and the Amarr assault being the slowest medium suit, thier speeds should be roughly the same. Then you have a smooth balanced curve of speed and eHP.
Redline for Thee, but no Redline for Me.
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.27 12:00:00 -
[46] - Quote
Tesfa Alem wrote:CCP Rattati wrote: I appreciate the thought, but there is a reason I am trying to move away from "feelings" and more to math and facts. The design needs to make sense, and players trade speed for tank, that's why dropsuits need to fit on the curve. If you don't want less speed, then the only way is less tank, but we already buffed tank for a reason and I don't want to change that. Speed has never been normalized properly before, and it needs to be done on a stable foundation, i.e. the speed/ehp curve.
True, and i'm not knocking the logic of what your putting together. As I understand it, you want the fastest member of one class to be at the same speed as the slowest member of the next class, because each class has higher potential eHP. Fastest medium = slowest light suit Fastest heavy suit = Slowest medium suit. Overall its pretty decent with the exception of the Amarr Assault. A Assault has roughly 200 more ehp than the Amarr logi bout half a meter slower. GA and CA commandos with 200 more base eHP will be same speed as A. Assault. Min commando with roughly 170 more eHP will be faster than A.Assault. So instead of a smooth curve, theres a big dip for the A. Assaults and a spike for the commandos. I'm suggestion this can be smoothed out by slightly increasing the proposed speed changes for the assault class, and slight decrease for the commando changes. Not by much, just by 0.5 meter in either direction. The fastest heavy suits is the Min commando, and the Amarr assault being the slowest medium suit, thier speeds should be roughly the same. Then you have a smooth balanced curve of speed and eHP.
That's not necessary actually, it just works out that way because such a system is linear as well. Instead, the suits have been placed on the curve, so as to give that impression, and because it is intuitive, to a degree. But you can also place a dropsuit on the curve without it fitting on the "max X = min Y", and it will still be normalized.
Also, you have to take the brick fit into account. If you do that, you actully see that commandos are still below a fictional line through the data set, and assault above, etc, indicating the strengths and weaknesses of each role. Of course you don't need to brick, so everyone should be able to find an acceptable niche for his/her playstyle.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.27 12:00:00 -
[47] - Quote
The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role...
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.27 12:03:00 -
[48] - Quote
Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role...
I am not worried about killer bees.
sprint and strafe speeds are just multipliers off of movement speed, so all go up.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Celus Ivara
DUST University Ivy League
370
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Posted - 2015.05.27 12:06:00 -
[49] - Quote
So focusing solely on the topic at hand, I'd in general say this seems to be largely good. Putting suits on an inverse relationship of speed & EHP is interesting, and I've long been in favor of making all the suits faster (fighting is fun, walking to the fight not so much).
That said though, Kev posted this:
Kevall Longstride wrote:Good changes and the beginnings of some real differentials between the logi and the Commando roles.
The meta of the game at the moment is too geared to slayers at the moment and the logibro's in particular are taking a hit in their gameplay at the moment.
I've been thinking my Galmando could do with an extra slot as well, either low for extra armour rep or high for extra agility.
This is just the beginning of some love towards these two classes so post your thoughts here guys. (Underline mine.) So with a request for general input out there, I'll offer what I have:
So this is going to sound moronic, but honestly my thoughts on how to help Logis fulfill the Support role starts with buffing the Assaults ability to Slay.
Way back in the day, Slayer-Logi was a huge problem. We asked "Why are Slayer players using the Logi?" We answered that question by nerfing the heck outta Logis' HP, speed and fitting. One thing we never asked though was "Why are Slayer players not using Assaults?"
The core of the problem is that to a Slayer's eyes Logi and Assault suits are very similar. The extra equipment slots are nice, but that player mainly chooses based on ability to project DPS and tank/avoid damage.
We've always had this underlying issue where Assaults don't do anything special. Scouts are fast, sneaky and can turn invisible. Logi's have a vast array of equipment and the buffs to make them sing. Sentinels are hyper tanky and are the only ones who can wield special fist-of-god weaponry.
What do Assaults do? They kinda have a nice middle-ground on base stats. :\ Since Assaults only claim to fame is that stat middle-ground, it blocks our ability to fix other classes if the fix pushes them into the Assaults' stat territory. Support focused players have been clamoring for literal years now for the speed to keep up with their squad, and the eHP to sustain flak while trying to heal a teammate who's under fire. We haven't been able to give it to them because of a fear of returning to the days of the Slayer-Logi.
Buffing Assault's ability to Slay gives us the freedom to buff the Logi's ability to support.
There are a couple options available to us. Maybe grant the Assault unique buffs to being in a squad (the main slaying unit of any team), or perhaps add new combat-focused equipment or mods only Assaults can use. My suggestion though?
Give Assaults the ability to carry two Light weapons.
Yes, this encroaches massively on Commandos. I will address that later. Ignore the Commando thing for the moment, and look at what this will allow us to do.
-Gives us the freedom to properly buff Logis without making them the preferred Slayer suit. -Makes Assault gameplay more interesting by enabling players to really think on the fly about what weapon to use in an ever changing battlefield. -Weapons' strong-against/weak-against shield/armor ratings will finally mean something because players can now adjust to their opponent's tank. -Let's Assault players have more compelling fitting choices. -The present Assault bonus to fitting cost for weaponry starts to make sense. -Gives our primary combat suit a presumed parity with other FPS game standards. -As has been pointed out elsewhere by others (in particular, our esteemed Pokey) this will finally make vehicles feel dangerous and satisfying. Presently vehicle players bring a million ISK, steel death-machine to bear; only to then be popped by one small infantry dude with the vehicle kryptonite. If we nerf the DPS of AV weapons while also increasing their battlefield saturation by letting Slayer characters carry them as backup, the end result is a vehicle will on average sustain the same DPS as before, but now is tanking half a squad. That feels bad-ass for the pilot/tanker while also not leaving the AV players utterly defenseless when enemy infantry shows up.
Giving Assaults two Light weapons would ideally fix tons of problems with the game, while also letting us push Logis into the speed & eHP territory they need to really fulfill their role as in-the-trenches support.
[Commandos below] |
Ripley Riley
Incorruptibles
10
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Posted - 2015.05.27 12:06:00 -
[50] - Quote
CCP Rattati wrote:I am not worried about killer bees. Famous last words.
@Ripley_Riley
"I NEED NO PILLS I'M A FUCKING GOAT!" - Cat Merc
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Celus Ivara
DUST University Ivy League
370
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Posted - 2015.05.27 12:07:00 -
[51] - Quote
I mentioned before I would address Commandos, and I'll be honest, I don't have a solution that I'm confident is the right one. My short answer here is to encourage us to ask the dedicated Commando players what they want. That said though, I am in a position where I'm obliged to attempt an answer.
Commandos have an interesting issue where a role was never defined for them and instead were built out of an interesting set of stats. A tool given to the players for them to invent uses for. If we look at how players have used the suit, I'd say two main Roles appear: "Area denial." "Powerful AV" If we back away from the perspective of Roles, and instead look at playstyles, we get this: "Feeling powerful and dangerous. If I look at someone, they die." "Independence / lone wolf / squad in a suit"
So buffing any of those roles/playstyles will help push the Commando into it's own unique space. - Say, giving them innate ammo regeneration or just more carried ammo would help with Area Denial and Independence. - A straight buff to AV damage (which I know has been discussed before) would aid the Powerful AV role (especially in a world where AV is nerfed as mentioned above). - Substantially increasing scan range would help with target acquisition, and thus strengthen all four of the roles/styles. - Or maybe even the blatant buff of just giving 'em one more Light weapon for a total of 3. |
Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.27 12:11:00 -
[52] - Quote
CCP Rattati wrote:Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role... I am not worried about killer bees. sprint and strafe speeds are just multipliers off of movement speed, so all go up. Coolio.
Have you considered forcing all equipment slots to be filled to make a valid fit?
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.27 12:20:00 -
[53] - Quote
Booby Tuesdays wrote:CCP Rattati wrote:Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role... I am not worried about killer bees. sprint and strafe speeds are just multipliers off of movement speed, so all go up. Coolio. Have you considered forcing all equipment slots to be filled to make a valid fit? I have, but that will be a later part when I am balancing the same powercore for assaults and logistics.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.27 12:39:00 -
[54] - Quote
Celus Ivara wrote: Giving Assaults two Light weapons would ideally fix tons of problems with the game, while also letting us push Logis into the speed & eHP territory they need to really fulfill their role as in-the-trenches support.
[Commandos below]
Instead of 2 light weapons, what if Assaults received half the damage bonus as Commandos? 1% to racial light weapons per level?
Assaults will still be able to tank more than a Logi, even after the buffs go live.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.05.27 12:44:00 -
[55] - Quote
I'm also concerned about killer bees.
What makes something viable for killing people? ehp, dps and speed. If Logis and Assaults are on the same ehp-speed ratio and can equip the same weapons, then they are - in absence of other factors and under the assumption of proper balancing - by definition equally effective at killing stuff.
So whether Killer-Logis become a thing depends on those other factors mentioned above. If the bonus to being a Logi (unlimited nanohives, reps and needles for the whole squad!) is more useful than the bonus of being an Assault (+25% reload speed to railrifles? ) then people will start using Logis for their main killing work.
I assume Rattati knows this.
Two other topics: - Have you considered flattening the exchange-ratio of speed and ehp for racial suits (e.g. Min and Amarr)? In your "base"-graphs all Min suits are above the imaginary line and all Amarr suits are below it. This indicates a (minor) difference in utility (which is counteracted by the awesomeness of the ScR for the Assault and the awesomeness of the resistance bonus for the Sentinel, but leads to the lack of use of Amarr Scouts). - Many awesome things can be done with stamina, stamina regen, walking and sprinting speed. All of them helpful to improve gameplay and variety. Would you like to have a big discussion on these topics at some point?
Really quick qualitative design without any interaction with ehp (for simplicity): Amarr: Walk slow, sprint slow, lots of stamina, regenerate slow Caldari: Walk fast, sprint slow, few stamina, regenerate slow Gallente: Walk slow, sprint fast, few stamina, regenerate fast Minmatar: Walk fast, sprint fast, lots of stamina, regenerate fast
This breaks some Eve conventions, but each of these is associated with a distinct fighting style. There's a lot to be discussed here. |
Juno Tristan
Obscure Reference
620
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Posted - 2015.05.27 12:45:00 -
[56] - Quote
The assault speed nerf is going to be annoying, you already can't put a plate on an Amarr assault if you expect to be able to jump the smallest barriers
So, can we either increase base jump height or increase all suits speed whilst moving to this curve?
Also, I'm not convinced that logis should follow the curve, they're not combat focused roles so why would they have an equal trade off of speed/ehp versus the combat focused assault?
ADS Ramming Revenge!
Plasma Cannon Rampage
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.27 12:45:00 -
[57] - Quote
Booby Tuesdays wrote:[quote=Celus Ivara] Giving Assaults two Light weapons would ideally fix tons of problems with the game, while also letting us push Logis into the speed & eHP territory they need to really fulfill their role as in-the-trenches support.
[Commandos below] Instead of 2 light weapons, what if Assaults received half the damage bonus as Commandos? 1% to racial light weapons per level?
Or a good time to update GA and CA Assault bonuses?
GA: Hipfire Dispersion ---> Rate of Fire CA: Reload Speed ---> Kick Reduction while ADS
Shoot scout with yes. - Ripley Riley (for CPM2)
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.27 12:50:00 -
[58] - Quote
CCP Rattati wrote: That's not necessary actually, it just works out that way because such a system is linear as well. Instead, the suits have been placed on the curve, so as to give that impression, and because it is intuitive, to a degree. But you can also place a dropsuit on the curve without it fitting on the "max X = min Y", and it will still be normalized.
Also, you have to take the brick fit into account. If you do that, you actully see that commandos are still below a fictional line through the data set, and assault above, etc, indicating the strengths and weaknesses of each role. Of course you don't need to brick, so everyone should be able to find an acceptable niche for his/her playstyle.
The brick fit may come into play after you implement another slot on commandos.
As of now, the heaviest possible bricked Cal commandos will be faster than any tier Amarr Assault with two plates on it because calmandos only have 1 low slot.
A max bricked Minando will be faster than any Amarr Assault with 2 identical plates, because proto minandos have two low slots. Other wise any adv/standard minando will be faster than any tier Amarr suit with 2 plates.
Proto Galmando with three low slots bricked may be on par via speed with an Amarr assault that dedicates 3 slots to eHP but have superior reps. ADV galmando will be faster than any amarr assault
Unbricked amarr assaults will certainly be slower than max bricked adv/standard commandos, and most likeley be slower than two max bricked proto commandos. IMO its bit unbalanced, especially for a race thats supposed to stack HP.
I can tell that i'm gettin a bit too back-and-forth with this. Delving into hypothertical situations a bit much. Feedback doesn't mean debating your work. Concerning assaults i got some faith in ya.
It will just need a comparision with your brick tanked chart. See how fast each suit can move tanked, and then polish of any edges.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Celus Ivara
DUST University Ivy League
370
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Posted - 2015.05.27 12:55:00 -
[59] - Quote
Booby Tuesdays wrote:Celus Ivara wrote: Giving Assaults two Light weapons would ideally fix tons of problems with the game, while also letting us push Logis into the speed & eHP territory they need to really fulfill their role as in-the-trenches support.
[Commandos below]
Instead of 2 light weapons, what if Assaults received half the damage bonus as Commandos? 1% to racial light weapons per level? Assaults will still be able to tank more than a Logi, even after the buffs go live. As far as pushing Slayers away from Logis and into Assaults, that would help. Basically the inverse of the old solution of having Logis do less damage with their weapons (which feels unintuitive and people in general hated being hobbled like that). My lament though would be we wouldn't gain any of the other benefits of Assaults having 2 Lights. |
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.27 13:17:00 -
[60] - Quote
Tesfa Alem wrote:CCP Rattati wrote: That's not necessary actually, it just works out that way because such a system is linear as well. Instead, the suits have been placed on the curve, so as to give that impression, and because it is intuitive, to a degree. But you can also place a dropsuit on the curve without it fitting on the "max X = min Y", and it will still be normalized.
Also, you have to take the brick fit into account. If you do that, you actully see that commandos are still below a fictional line through the data set, and assault above, etc, indicating the strengths and weaknesses of each role. Of course you don't need to brick, so everyone should be able to find an acceptable niche for his/her playstyle.
The brick fit may come into play after you implement another slot on commandos. As of now, the heaviest possible bricked Cal commandos will be faster than any tier Amarr Assault with two plates on it because calmandos only have 1 low slot. A max bricked Minando will be faster than any Amarr Assault with 2 identical plates, because proto minandos have two low slots. Other wise any adv/standard minando will be faster than any tier Amarr suit with 2 plates. Proto Galmando with three low slots bricked may be on par via speed with an Amarr assault that dedicates 3 slots to eHP but have superior reps. ADV galmando will be faster than any amarr assault Unbricked amarr assaults will certainly be slower than max bricked adv/standard commandos, and most likeley be slower than two max bricked proto commandos. IMO its bit unbalanced, especially for a race thats supposed to stack HP. I can tell that i'm gettin a bit too back-and-forth with this. Delving into hypothertical situations a bit much. Feedback doesn't mean debating your work. Concerning assaults i got some faith in ya. It will just need a comparision with your brick tanked chart. See how fast each suit can move tanked, and then polish of any edges.
I already factored in the extra slot on the brick picture .
I am actually thinking about asking protofits for assistance again, as that was amazing with the HAVs.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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