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Thread Statistics | Show CCP posts - 31 post(s) |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
102
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Posted - 2015.05.29 08:58:00 -
[571] - Quote
OK so coming late to this after everyone has already had enough of it. Also, as I'm sure I'm about to find out, don't really know what's going on and have no grasp of maths.
Having said that if people are worried about the gap between Scouts , Assaults, Slayer-Logis etc where does this put the basic frames. (I know there is a strong feeling of get rid but.......)
If they had a second EQ slot and cost less than the specialised suits (no bonus') could they be the suit to fit this role? It seems like that should be their place (If any) in all of this anyway??? |
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.29 09:45:00 -
[572] - Quote
When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 09:56:00 -
[573] - Quote
CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed.
This is going to exacerbate the extant problem,sir.
I respectfully request that you not actively provide avenues for people to exploit rhe hit detection in the game.
This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary.
I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that thos is the primary and most successful "tactic" it shows that strafe speed is a problem.
Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game.
This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server.
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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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.29 09:57:00 -
[574] - Quote
CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed.
Please nerf wigglewiggle. Please nerf it hard I want to swim in a saline ocean of tears.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.29 10:20:00 -
[575] - Quote
Breakin Stuff wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. This is going to exacerbate the extant problem, sir. I respectfully request that you not actively provide avenues for people to exploit the hit detection in the game. This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary. I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that this is the primary and most successful "tactic" it shows that strafe speed is a problem. Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game. This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server.
Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Varoth Drac
Dead Man's Game
923
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Posted - 2015.05.29 10:35:00 -
[576] - Quote
Have you considered a small hp nerf plus a small speed nerf (smaller than proposed) as a compromise for getting assaults onto the hp/speed curve? Since there's lots of opposition to speed nerfs. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.29 10:38:00 -
[577] - Quote
CCP Rattati wrote: Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
Why do you think the Assault needs greater walking or strafe speed? As Breaking said standing in the open and wiggling around is not a viable strategy, nor should it ever be encouraged.
Faster sprint speed is significantly more suitable for the Assault Class. Since Assaults need to be on the front lines as often as possible and Logistics simply cannot use their equipment while sprinting.
"Crush all who complain!"
- Arkena Wyrnspire
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 10:46:00 -
[578] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. This is going to exacerbate the extant problem, sir. I respectfully request that you not actively provide avenues for people to exploit the hit detection in the game. This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary. I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that this is the primary and most successful "tactic" it shows that strafe speed is a problem. Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game. This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server. Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
Sorry if this is a hot button for me but the primary reason I don't play a lot is the frequency of which my gun does not put damage onto tsrgets. CCentered on my reticle or ADS sight.
Makes the game more unplayable than the damn slideshow that happens when you get too close to a heavy lag player
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 - 2015.05.29 10:52:00 -
[579] - Quote
Breakin Stuff wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. This is going to exacerbate the extant problem, sir. I respectfully request that you not actively provide avenues for people to exploit the hit detection in the game. This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary. I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that this is the primary and most successful "tactic" it shows that strafe speed is a problem. Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game. This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server.
i killed two proto sentinels yesterday at 20m with an exile lmao. of course i had 639 armor and 4 complex damage mods... still though lmao.
and then i tried a a 634 shield hp 9.18m/s sprint speed cal assault... the min assaults nearly crapped themselves when i started running circles around them and they couldnt outrun me.
but the min assault is the worst offender of strafing because theyll use ACR... they have twice as much ammo as they need to kill anyone, which becomes an issue when poor hit detection waste most of your clip trying to kill them, the min dont suffer as much from it. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.29 10:59:00 -
[580] - Quote
True Adamance wrote:CCP Rattati wrote: Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
Why do you think the Assault needs greater walking or strafe speed? As Breaking said standing in the open and wiggling around is not a viable strategy, nor should it ever be encouraged. Faster sprint speed is significantly more suitable for the Assault Class. Since Assaults need to be on the front lines as often as possible and Logistics simply cannot use their equipment while sprinting.
quake and unreal tournament... only games i can think of where strafing was actively designed to be part of skilled combat.
however im not sure if strafing is the problem as much as i think there are still mechanical and code issues that should be worked out.
remember when we weapon damage kept getting increased before hit detection got improved two years ago? right after that TTK dropped through the floor and everyone said the game felt too "campy" after.
sure we need to address the strafing issue, but i hope we havent stopped looking for the root cause of poor hit detection |
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.29 11:19:00 -
[581] - Quote
CCP Rattati wrote:
Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
Brekaing Stuff, True Adamance, i think you guys are reacting a little harsh to this post. As i understand it, not matter how fast or slow we have actual strafe and sprinting, relatively Scouts will always be the fasterst, followed by assaults, logis, commandos then setinels.
I think theres a better way to tackle the wiggle wiggle dance beside down grading and downgrading movement. Like the MInsetinel, we've seen nomatter how slow the base speed of a suit is, it can be offset by stacking kin cats.
e.g. Wide hipfire dispersion while moving, so you can still dance but lose almost all hope of landing hits. Something creative.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.29 11:21:00 -
[582] - Quote
No aim assist while hip firing? :-) |
jade gamester
Vengeance Unbound RUST415
314
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Posted - 2015.05.29 11:35:00 -
[583] - Quote
CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. why should strafe be thing in a fps.... I mean in real life you don't see guys going left and right like lunatics
Will the real vu please stand up o7
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 11:35:00 -
[584] - Quote
Tesfa Alem wrote:CCP Rattati wrote:
Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds.
Brekaing Stuff, True Adamance, i think you guys are reacting a little harsh to this post. As i understand it, not matter how fast or slow we have actual strafe and sprinting, relatively Scouts will always be the fasterst, followed by assaults, logis, commandos then setinels. I think theres a better way to tackle the wiggle wiggle dance beside down grading and downgrading movement. Like the MInsetinel, we've seen nomatter how slow the base speed of a suit is, it can be offset by stacking kin cats. e.g. Wide hipfire dispersion while moving, so you can still dance but lose almost all hope of landing hits. Something creative.
There's literally nothing I am able to do about scouts who do anything other than run in straight lines. I don't bother doing anything other than wriying off whatever fit I'm in as soon as a scout hits 15m. it's not even worth commenting on or complaining about.
Because it's not the scout causing the problem by himself
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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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.05.29 12:27:00 -
[585] - Quote
Breakin Stuff wrote:[quote=Tesfa Alem]
Edit: and for the LAST TIME TESFA, Kincats DO NOT assist strafe speed. They add to sprinting speed ONLY. Strafing is a function of BASE MOVEMENT SPEED. It is a flat 90% of base movement speed.
verbal abuse.....
Joking aside not directly they dont. Indirectly, simply by not equiping plates and biotics to level 5 means you can wiggle wiggle alot better than than most players.
Just an example, a cal scout with no plates and biotics level 5 has a 8% faster base speed than a identical cal scout with no biotics and a single basic plate ( 5% + plate penalty).
A Speed tanked heavy suit has something like 13% more base movement speed than a heavy with two adv plates and armor rep, let alone the complex plated brick tanks. That difference could go as high as 20% if you compare two amarr heavies, one with no plates + bitoics to level 5 to three complex plates.
Factor in the speed differences between classes and races, sprinting ability escpecially among keyboard and mouse users, and man does it add up. Your arent going to be able to outwiggle somebody who has less tank than you, and thier kincats speed boost mean they choose when to engage.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 13:16:00 -
[586] - Quote
Cross Atu wrote:Is there some way in which I have misapplied the conceptual aspects here? Possibly, yes, but only it relates to your point system illustration. If each characteristic were equally weighted against the next, and all characteristics were being tallied for simultaneous evaluation, then an equal-point distribution system would make alot of sense. But all characteristics do not share a 1:1 relationship, the ability to enhance characterstics do not share a 1:1 relationship, and not all characteristics are being simultaneously evaluated. (Hope that makes sense ... if not, I can reword).
Observation At the most fundamental level, the attributes which affect survivability by greatest degree are Base Movement and Base HP. Units which are able to simultaneously achieve high values of both become FoTM. It isn't just about mobility or MN Scouts would be FoTM; it isn't just about HP or AM Sentinels would be FoTM. Speed is indeed more heavily weighted than HP, but FoTM still requires high values of both. If a tradeoff model between HP and Speed existed, units would be less readily able to achieve high values of both.
Opinion In my personal opinion, we should move forward with a tradeoff model between the primary attributes Base Movement and Base HP. As Rattati has suggested, doing so would give us a solid, rational foundation to work from. As needed, we can tweak whatever other secondary attributes are on the table (i.e. sprint multipliers, stamina stats, regen stats, etc) to safeguard against role bleed. We don't want another round of Logis or Scouts out-assaulting Assaults, so Assaults very well may end up with more "points" in secondary attributes than Logis and Scouts. In my opinion, this is absolutely OK.
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 13:23:00 -
[587] - Quote
Tesfa Alem wrote:
Joking aside not directly they dont. Indirectly, simply by not equiping plates and biotics to level 5 means you can wiggle wiggle alot better than than most players.
If your wiggling involves sprinting, then you have a point. But to the best of my knowledge, no passive skill or module increases base movement speed. And strafe speed is derived directly from base movement speed.
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 13:34:00 -
[588] - Quote
CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying "I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
I believe you're correct. Though it is worth pointing out that not all assaults are of like mind; as I understand it, Ripley Riley's thinking is the polar opposite of the thinking above.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Georgia Xavier
Y.A.M.A.H No Context
578
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Posted - 2015.05.29 13:50:00 -
[589] - Quote
Adipem Nothi wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying "I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
I believe you're correct. Though it is worth pointing out that not all assaults are of like mind; as I understand it, Ripley Riley's thinking is the polar opposite of the thinking above: Ripley Riley wrote:I would like to suggest my own twist on this logi movement increase + assault movement decrease... allow assaults to keep our sprint speeds. Assaults storm the point. That's our job: push the objective, fight, and subsequently die. We need that sprint speed to rush forward. Our walk/strafe can be nerfed if that absolutely has to be done, but leave sprint intact.
Logis get a buff while the assault role's purpose is preserved. Now you see a difference between an assault who only wishes to pad their kdr and an assault who want to take objectives.
Click me
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 14:10:00 -
[590] - Quote
Cross Atu wrote: 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.
-continued-
[formatting is off because I wrote this in notepad] Took me a few reads to fully understand what you're saying but I think I've got a rudimentary understanding of it.
You want balanced role, mods, races and if a case be made to go against a foundation or design that it be solidly, logically built as a justifiable reason to go against the base methods. Without an equal application of foundational vision that applies to everything, you feel that the balancing act becomes a shot in the dark at what works.
I don't feel this is the case because we have done some pretty awesome stuff with balance without trying to have everything on a curve or having trade-offs, and trying to adhere to that may work logically and mathematically but a video game isn't all about logic or math, but sometimes how something -feels-
You feel as though speed being enough to outweigh DPS potential and raw HP is a fundamental problem. I feel that this stems from different views on what Assaults actually are designed for, which is a consequence of it not having a pre-determined role. It's abstract and left to interpretation, but neither of our interpretations are necessarily wrong and they shouldn't be viewed as wrong.
This has always been the case but it's not something we can fix. Hit detection issues are and have always been prevailant and yes, it's something we take advantage of -because- it is viable and is a fundamental part of speed tanking.
There is an entire game skill dedicated to this, its nothing new, Regnyum has a video on strafing tactics and a lot of high-end slayers are known for their ability to strafe. Are you insinuating that we should work to ensure strafing is -NOT- a viable tactic as a whole? If so, I'm okay with that, but it needs to apply to everyone, not just Assaults. It needs to apply to Logis and Scouts as well.
I feel as though your obsession with a base method and a foundation is blinding you to the needs and desires of your community. Yes, we understand hit detection is an issue. Yes, we understand that strafing is a problem. Yes, we know that without strafing, we're entirely reliant on EHP. We also understand that many in the community dislike this - but it is what part of the game's entire culture is founded on. As previously stated, if it is an issue, than it needs to be quashed across the entire spectrum, not just with Assaults.
I understand and agree with your sentiment toward "The thing" but this isn't an effort to make Assaults "the thing" it's an effort to keep Assaults a viable playstyle that, without a unique and applicable role, has largely been associated with slayer-ship. Your community is asking to retain the things we value most with the role that we have carved the Assault into. The values that were designed to pull us from other roles into the Assault -because- we were using other roles for what we desired to do (and will continue to do so, even if that role is with the Logistics).
It's not "don't touch any Assault numbers except the min assault", I'm not that obtuse, I'm saying that we want the Assaults to retain their functionality and the role that we basically had to make ourselves because they don't really have one that's unique to them. The proposal was to hit their speed. We said that wasn't in our favor because we need speed. The proposal shifted to changing sprint speed. We said that wasn't in our favor because movement/strafe speed is more valuable than sprint speed because we are combatants - we don't need help getting TO the battle, we need help surviving it in the first place. Now we are being told that our desire for that is a fundamental problem...
What can we do to make a happy compromise, here? What way can we retain what we desire and need to adhere to our chosen specialization without moving/speccing into another suit while also going with the desire for a consistent method?
Design a Skin Challenge POLL (Vote Now!)
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thor424
Namtar Elite Gallente Federation
327
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Posted - 2015.05.29 14:26:00 -
[591] - Quote
jade gamester wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. why should strafe be thing in a fps.... I mean in real life you don't see guys going left and right like lunatics
We can't get in the prone, we don't have real air support, and we don't have artillery either.
Thor's Emporium
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Mr.Pepe Le Pew
Art.of.Death
134
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Posted - 2015.05.29 14:30:00 -
[592] - Quote
CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed.
Rattati, The current sprint speed of any assault suit is not broken. Why fix something that is not broken? The moment you decrease sprint and increase strafing speed, you'll see DUST as the game where you have to shake and wiggle rather than look for cover. It's gonna look silly. Remember the cinderella scans? Well, this is gonna be dancing with the stars, DUST 514 edition. Put on some salsa music and go shake that a$$.
Rather than focus on the sprint speeds of suits that have it's purpose for having said speed, why not just buff commando speeds? Start there... don't over reach, man.
CEO / Art.of.Death
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Mr.Pepe Le Pew
Art.of.Death
134
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Posted - 2015.05.29 14:58:00 -
[593] - Quote
Aeon Amadi wrote:Cross Atu wrote: 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.
-continued-
[formatting is off because I wrote this in notepad] Took me a few reads to fully understand what you're saying but I think I've got a rudimentary understanding of it. You want balanced role, mods, races and if a case be made to go against a foundation or design that it be solidly, logically built as a justifiable reason to go against the base methods. Without an equal application of foundational vision that applies to everything, you feel that the balancing act becomes a shot in the dark at what works. I don't feel this is the case because we have done some pretty awesome stuff with balance without trying to have everything on a curve or having trade-offs, and trying to adhere to that may work logically and mathematically but a video game isn't all about logic or math, but sometimes how something -feels- You feel as though speed being enough to outweigh DPS potential and raw HP is a fundamental problem. I feel that this stems from different views on what Assaults actually are designed for, which is a consequence of it not having a pre-determined role. It's abstract and left to interpretation, but neither of our interpretations are necessarily wrong and they shouldn't be viewed as wrong. This has always been the case but it's not something we can fix. Hit detection issues are and have always been prevailant and yes, it's something we take advantage of -because- it is viable and is a fundamental part of speed tanking. There is an entire game skill dedicated to this, its nothing new, Regnyum has a video on strafing tactics and a lot of high-end slayers are known for their ability to strafe. Are you insinuating that we should work to ensure strafing is -NOT- a viable tactic as a whole? If so, I'm okay with that, but it needs to apply to everyone, not just Assaults. It needs to apply to Logis and Scouts as well. I feel as though your obsession with a base method and a foundation is blinding you to the needs and desires of your community. Yes, we understand hit detection is an issue. Yes, we understand that strafing is a problem. Yes, we know that without strafing, we're entirely reliant on EHP. We also understand that many in the community dislike this - but it is what part of the game's entire culture is founded on. As previously stated, if it is an issue, than it needs to be quashed across the entire spectrum, not just with Assaults. I understand and agree with your sentiment toward "The thing" but this isn't an effort to make Assaults "the thing" it's an effort to keep Assaults a viable playstyle that, without a unique and applicable role, has largely been associated with slayer-ship. Your community is asking to retain the things we value most with the role that we have carved the Assault into. The values that were designed to pull us from other roles into the Assault -because- we were using other roles for what we desired to do (and will continue to do so, even if that role is with the Logistics). It's not "don't touch any Assault numbers except the min assault", I'm not that obtuse, I'm saying that we want the Assaults to retain their functionality and the role that we basically had to make ourselves because they don't really have one that's unique to them. The proposal was to hit their speed. We said that wasn't in our favor because we need speed. The proposal shifted to changing sprint speed. We said that wasn't in our favor because movement/strafe speed is more valuable than sprint speed because we are combatants - we don't need help getting TO the battle, we need help surviving it in the first place. Now we are being told that our desire for that is a fundamental problem... What can we do to make a happy compromise, here? What way can we retain what we desire and need to adhere to our chosen specialization without moving/speccing into another suit while also going with the desire for a consistent method?
I agree with your post. I don't think anyone thinks any sprint or strafe speed nerf/buff is necessary at ALL. Don't break something that works well.
If CCP feels like making other roles relevant or balance the game, then, IMHO do the following:
-buff HMG damage, keep range as is or nerf it if need be. The last nerf took sentinels out of the game. -buff commandos with an extra slot and a little more speed -nerf range of ScR -buff armor rep on gal scout -coding on hit detection needs to be resolved -take the meat-grinder map (the one with the two silos) out of the rotation, specially in FW
Sprint speed has never been an issue in the game. Increasing strafe speed will break the game.
CEO / Art.of.Death
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.05.29 15:42:00 -
[594] - Quote
As I have stated idgaf about the nerf or buff choose one or the other cuz both will make assaults obsolete...Contrary to popular belief I build my suits around reps/feros.. I don't break hit detection nor do I try to so don't put me in that boat...I'm telling you what will happen when you nerf something and buff everything else..it's the same as a double nerf...min ass is the only assault that broke hit detection and the only one needing a movement nerf. Though I have better things to do than this so when the time comes I'll show you what I meant since you wouldn't listen...now I've done my part I'm out (got to recover from my surgery)
Removed inappropriate content - CCP Logibro
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Sgt Kirk
Fatal Absolution Negative-Feedback
11
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Posted - 2015.05.29 15:51:00 -
[595] - Quote
Yep, this is why I stay away from numbers until I know exactly what all the factors are. There's a lot more to it than just what the stats tell us in game.
Sighs, we will see what happens though. I've got my tank and my Commando ready just in case assaults bomb again, which I don't think they will.
Sgt Kirk's Gallente Propaganda Youtube Channel
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CeeJ Mantis
Mantodea MC
195
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Posted - 2015.05.29 15:59:00 -
[596] - Quote
I think there is meret to giving assauots more sprint speed so that they can apply pressure more readily, but strafe speed is the main reason assaults have such a lead in kills/spawn over other suits. It is hard to strafe as a commando/sentinel because you simply aren't as fast. Super straify, 650eHP cal scouts also do this strategy, and high hp + speed means hard to kill suits. And whether or not hit detection is an issue, you do have people from all around the world with different quality internet connections playing together, and some people benefit from their lack of relative connection quality. Especially people who change position rapidly.
Let us not forget that assaults suits have the highest kills/spawn, and their ubiquity on the battlefield is likely indicative of their performance. They have speed, and hp, so they can tank well, and twitch back and forth. There is a reason that this proposal was created in the first place. I urge any developers read this to not focus too much on feedback from players that want theor suits to be powerful, and try looking at the data.
Longest plasma cannon kill: 236.45m
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 16:35:00 -
[597] - Quote
CeeJ Mantis wrote:I think there is meret to giving assauots more sprint speed so that they can apply pressure more readily, but strafe speed is the main reason assaults have such a lead in kills/spawn over other suits. It is hard to strafe as a commando/sentinel because you simply aren't as fast. Super straify, 650eHP cal scouts also do this strategy, and high hp + speed means hard to kill suits. And whether or not hit detection is an issue, you do have people from all around the world with different quality internet connections playing together, and some people benefit from their lack of relative connection quality. Especially people who change position rapidly.
Let us not forget that assaults suits have the highest kills/spawn, and their ubiquity on the battlefield is likely indicative of their performance. They have speed, and hp, so they can tank well, and twitch back and forth. There is a reason that this proposal was created in the first place. I urge any developers read this to not focus too much on feedback from players that want theor suits to be powerful, and try looking at the data.
I urge the developers to not simply look at everything as bias because of the contradictory views that the forums have.
1) You either don't play the playstyle/specialization, and don't know what you're talking about 2) You do play the playstyle/specialization, and are bias
There's no winning. It's not about wanting our suits to be powerful, we all want our suits be powerful, we just don't want to go -back- to not being viable.
Design a Skin Challenge POLL (Vote Now!)
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Michael Epic
Horizons' Edge No Context
933
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Posted - 2015.05.29 16:52:00 -
[598] - Quote
I just want the super strafing to go away.
I hate it. Its ridiculous and it shouldn't be in this or any other game. Strafing IS a legit tactic and it is useful on the battlefield but the super strafers that can move in figure 8 patterns and blap you in .2 seconds is ridiculous.
I'd like to see that mess go away...because HEY GUESS WHAT, in Uprising 1.6 and before, there was no such thing as super strafers and the game was a TON better. Yeah, it had its problems (that was a long time ago) but it was good. People were having fun.
Then 1.7 came and until CCP Rattati took over, its gone downhill ever since. I stopped playing this game for 8 months. I'm back and have been back for awhile and want to stay because this is my favorite game but some of the crap that goes on in this game is ridiculous.
Super strafing is one of those things.
Michael Epic's "EPIC" Proposal to his girlfriend :D
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Varoth Drac
Dead Man's Game
926
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Posted - 2015.05.29 16:55:00 -
[599] - Quote
Aeon Amadi wrote:CeeJ Mantis wrote:I think there is meret to giving assauots more sprint speed so that they can apply pressure more readily, but strafe speed is the main reason assaults have such a lead in kills/spawn over other suits. It is hard to strafe as a commando/sentinel because you simply aren't as fast. Super straify, 650eHP cal scouts also do this strategy, and high hp + speed means hard to kill suits. And whether or not hit detection is an issue, you do have people from all around the world with different quality internet connections playing together, and some people benefit from their lack of relative connection quality. Especially people who change position rapidly.
Let us not forget that assaults suits have the highest kills/spawn, and their ubiquity on the battlefield is likely indicative of their performance. They have speed, and hp, so they can tank well, and twitch back and forth. There is a reason that this proposal was created in the first place. I urge any developers read this to not focus too much on feedback from players that want theor suits to be powerful, and try looking at the data. I urge the developers to not simply look at everything as bias because of the contradictory views that the forums have. 1) You either don't play the playstyle/specialization, and don't know what you're talking about 2) You do play the playstyle/specialization, and are bias There's no winning. It's not about wanting our suits to be powerful, we all want our suits be powerful, we just don't want to go -back- to not being viable. CeeJ is urging CCP to look at the data and not just people's opinions. Which strikes me as a very good idea. |
Archduke Ferd1nand
Nos Nothi
497
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Posted - 2015.05.29 17:20:00 -
[600] - Quote
CCP Rattati wrote: We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed.
Sounds like thats how it should be right there
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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