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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.29 17:32:00 -
[601] - Quote
Haerr wrote: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.) Not sure which post you're responding to here but if it was the one with the fittings I didn't work those up I just spot checked them on proto fits.
If it was another you're going to have to point out which one so I have context for what you are talking about.
I haven't, to my knowledge, applied a specific comparative value between HP,, walk speed, sprint speed, sta, sta regen, et al In fact I have specifically and repeatedly stated that I am not doing that very thing.
I care about an equitable and universal ratio being established and have tried to respond to others within the contexts they present, but I don't claim to have the numbers for what every aspect of that ratio should be tuned to.
Please elaborate on what you are replying to.
CPM 1 mail me your feedback and remember to have fun!
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golpe 4
Eternal Beings
28
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Posted - 2015.05.29 18:14:00 -
[602] - Quote
ccp saw most people were assault so they nerf assault so assaults will pay for aurum to respec into logi
im just a scrub here, to u know, do things helpful like ummm commenting,complaining,and giving terrible advice thats it
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.29 18:20:00 -
[603] - Quote
Adipem Nothi wrote:Cross Atu wrote: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 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). ObservationAt the most fundamental level, the attributes which affect survivability by greatest degree are Speed and 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 simultaneously achieve both high speed and high HP. OpinionIn 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. Having established that framework, we can then tweak whatever other attributes are on the table (i.e. sprint multipliers, stamina stats, regen stats, strafe stats, etc) to safeguard against role bleed.
Sure they are not all 1:1 I completely agree, but you weren't providing numeric values for any of them and the implied context (due to the subject of the thread) is having a ratio which applies them in a functionally equal measure.
I wasn't saying 1m sprint speed = 1 HP armor, I was saying "in a properly defined ratio of speed to HP as is proposed by the OP no one role should have the highest combined average rank in all input factors".
I agree with the Observation section of your above quote and that is one of the key premise upon which my support for a ratio is predicated (another being that such a ratio concept already exists throughout the game in various forms but the lack of a universal method for it causes the balance value to be moderate to minimal depending on case).
CPM 1 mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.29 18:23:00 -
[604] - Quote
I'm with you, Cross. Thanks for the clarification. o7
Shoot scout with yes. - Ripley Riley (for CPM2)
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.29 18:31:00 -
[605] - 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. This is a fair outline of my general view yes.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. Agreed, neither interpretation is necessarily wrong which is a firm highly of why a foundational method is needed and how without one we are shooting in the dark. Or perhaps more specifically said, we are all shooting at differing marks and treating them as if they are the same target. Either way it doesn't lend itself to solid stable work or well advised player choices in game (which in turn creates justifiable frustration when someone skills into a suit or weapon for a given play style only to have it altered in ways that make it no longer valid/useful for that playstyle).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. It (the lack of a clear vision and method) very much IS something we can fix by there being a defined vision and method within which balance and role are framed. That is exactly the point of the OP (or at the bear minimum my support for it) and is at the hart of many prior problems with Dust development as I have been stated repeatedly since Closed Beta. Without a vision, without a context, everything is a deeply subjective mess of anecdotal hearsay.
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. My point is, and has always been, that any/all proposed changes be applied to ALL ROLES EQUALLY and that an focus on 1, or a small selection of roles is improper and should not happen
I'm going to reply within the body of the quote above denoting my text with underline so that the forum doesn't block me from posting due to too many quotes.
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 18:50:00 -
[606] - Quote
part 2, due to character limit
Aeon wrote: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 object to the hyperbolic use of "obsession" and find it inaccurate. Moving beyond that; There are a whole stack of "what if" questions which once again call to mind the sense of "shooting in the dark". I could delineate a list of what if's that are equally as plausible and also represent some segments of the player base. The most accurate response I can formulate to this is that at no time have I advocated the ratio be applied only to one role, in fact I have been advocating the exact opposite of that this entire time. This is not about assaults, logi, scouts, commandos, or sents, this is about a proper context applied to all of them that is and has always been the point.
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).
If "the things that [you] value most" are superior levels of both eHP and speed simultaneously then I would have to say any role defined by that is not actually a role and still needs clearer definition. If the things most valued are not having a best in class combination of speed and eHP then at no point have I objected to those values being kept. And just so we're clear, since you talk about community representation, that must be the whole community all roles not one sub-segment which means that a method applied to all roles equally as I have been supporting the entire time is the only way for me to represent the community. Anything other than an even handed method applied to all becomes playing favorites and that is not good game health or community representation.
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?
The only proposal that I have been supporting (and remember these have been responses to me that you're making) is that there be a ratio equally applied to all roles. I have stated repeatedly that I am not advocating specific numbers and reiterated it yet again in the post you are responding to. I am in no way against assaults being functional, in fact I have actively promoted it on many occasions, but "functional" does not and cannot mean "superior". This is true for the Assault and it is true for every other role as well. There must be an even handed foundational method applied to all roles equally so that none are "the best" because be it definition you cannot have "the best role/race/fit" be a thing while also having balance.
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method. If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
CPM 1 mail me your feedback and remember to have fun!
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.29 19:13:00 -
[607] - 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?
We desire to strafe, because it allows us to take advantage of flaw in hit detection and dodge bullets...
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 20:14:00 -
[608] - Quote
Cross Atu wrote:
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method. If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
Then who do I need talk to that will be concerned with the issues I've brought up without it being related to this universally applied method? Because I find it unfair that we can't provide feedback in defense of our wants/needs unless it is directly related to this.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 20:24:00 -
[609] - Quote
Aeon Amadi wrote:Cross Atu wrote:
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method. If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
Then who do I need talk to that will be concerned with the issues I've brought up without it being related to this universally applied method? Because I find it unfair that we can't provide feedback in defense of our wants/needs unless it is directly related to this. Probably because your wants/needs as stated are "we want the status quo"
and it's an ass status quo.
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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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.29 20:44:00 -
[610] - Quote
Aeon Amadi wrote:Cross Atu wrote:
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method. If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
Then who do I need talk to that will be concerned with the issues I've brought up without it being related to this universally applied method? Because I find it unfair that we can't provide feedback in defense of our wants/needs unless it is directly related to this.
I asked you to specifically list what you want in detail in that very post. And clearly this is CCP Rattati's thread.
Both of the above being established facts I have no idea why you would not already be providing said detailed list of items.
And please, when you do list these desired aspects put them in a list format yes? Paragraphs are great for the conversation we've been having thus far, but when it comes to recounting actual lists of items better to format them in lists then in blocks of text.
CPM 1 mail me your feedback and remember to have fun!
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.29 22:41:00 -
[611] - Quote
Breakin Stuff wrote: Probably because your wants/needs as stated are "we want the status quo"
and it's an ass status quo.
Unnecessary and, frankly, rude.
Cross Atu wrote:I asked you to specifically list what you want in detail in that very post. And clearly this is CCP Rattati's thread.
Both of the above being established facts I have no idea why you would not already be providing said detailed list of items.
And please, when you do list these desired aspects put them in a list format yes? Paragraphs are great for the conversation we've been having thus far, but when it comes to recounting actual lists of items better to format them in lists then in blocks of text.
Highlighting reasons why.
Cross Atu wrote:
You've asked for a "compromise" which I am not sure how that applies in the contexts of my posts but by all means I'm happy to hear you out. Please list specifically what you want to keep and let's talk about if it has any conflicts with a fair and universally applied method.If it does not then there is no need for compromise as far as I'm concerned because I already don't oppose it in the least. What I do oppose is any role, no matter which, getting special treatment and advantage in something as basic as ability to be alive and act within the game. A role lacking that fundamental ability is not viable and a game with in-viable roles is not balanced, that sort of imbalance is what I do oppose.
Maybe I read it in the wrong light...?
Cross Atu wrote:EDIT: Since it is CCP Rattati's thread here is an extra point of specific focus CCP Rattati wrote: Logis need to be able to get out of danger, and follow their friends even if the logi is brick tanked for the occasion. A non tanked Logi can barely keep up with a brick assault right now.
Please take specific care to list if and or how your wants conflict with Rattati's quote above and if they do elaborate on why and how your listed wants should take precedence and in what way that provides better game wide balance/heath than does the scenario proposed by the quoted text. I still find a game wide focus to be the most relevant, but since you wish to focus more tightly the interaction between the medium frames as described by Rattati seems the proper point to do it.
1) Assault Role, or lack thereof. 2) Lack of a dedicated middle-ground slayer after these changes(situated above the 4.5m/s margin) 3) Why, again, we can't just bring Logi's up to par with Assaults and just hit Assault's EHP, keeping them both at the same speed. 4) Why is it considered okay for Scouts/Logis to have higher speed but not Assault, even after we proposed an EHP nerf?
1 - We don't have a role, there hasn't been much work toward giving us a role since Uprising 1.7, and there doesn't look to be on the near horizon. What do you want Assaults to do?What do you want us to do in the meantime, while we wait? Assaults were buffed for slayer capability, now they're too good at Slaying, but we feel that the proposed changes will impact that in such a way as that we will want to move to other suits to continue slaying. This is suboptimal.
2 - If Assaults are dropped in speed than there is a larger gap in the EHP/Speed ratio for dedicated slayers. Assaults, currently, offer the second highest movement speed and we've already proposed that an EHP nerf would be acceptable to balance that out. The gap between Scout speed and Assault speed, with these proposed changes, is a harsh negative that even without being implemented yet is causing some dedicated assault players to consider changing to Slayer Logis to retain their speed, even knowing that the EHP is lower (offering credence that we'd just as soon take the EHP hit to maintain our current speed).[/u]
3 - A healthier alternative would simply be to buff the Logis and Commandos as the proposal stats but to leave Assaults alone. We can't automatically assume that players -won't- move on from Assaults unless they are simultaneously nerfed. We can absolutely go with a baseline foundation on Frames with slight assymetry if it proves to be beneficial. We do not absolutely, positively have to do everything at once. [u]Let's at least -try it out- and if it doesn't work (players aren't migrating from Assault to Logi/Commando) then we CAN ABSOLUTELY hit their speed. I worry that the precedence of doing it now, at the same time as everything, will cause a return of the previous trend where they're simply never brought back up.
4 - If EHP/Speed ratio is the issue than why is it justifiable that Logis and Assaults switch Speed but not EHP? This boggles my mind. The goal is still being exacted on - Assaults lose EHP/Speed ratio whereas Logis gain it. And, again, it's not even 100% necessary for Logis to gain EHP in that case, we can simply nerf Assault EHP and see how it works.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.29 23:53:00 -
[612] - Quote
Aeon Amadi wrote:
Unnecessary and, frankly, rude.
I find me charming too.
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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Thaddeus Reynolds
Facepunch Security
275
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Posted - 2015.05.30 00:42:00 -
[613] - Quote
Aeon, so, to be clear, you have no problem with the eHP vs Speed curve, you just have the problem with the Assaults getting lower speed (and would be willing the take an eHP nerf to fit into the curve), due to the similarity between Assaults and Commandos, and concerns about the logi's relative power is that correct?
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Thokk Nightshade
Montana Militia
857
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Posted - 2015.05.30 00:47:00 -
[614] - Quote
This is related but takes a bit of a different spin on the whole Logi/Assault speed issue; give them the same base speed. Give Assaults better stamina but less sprint speed and Logis better sprint speed but lower stamina. An Assault needs to be able to run for extended periods of time, move around, and engage targets. Logis need to be able to sprint across openings (I.e. short distances) to get to a teammate who is downed/injured/ammoless to assist them. If base speed is standardized and we simply adjusted the sprint/stamina, it would fit in with the requirements of each role.
With everything else going like Rattati suggested on the thread, would this be a valid compromise for people? The assaults with be able to run a bit farther but for short distances they will not be as fast as the logis and slower than the scouts.
Thokk Kill. Thokk Crush. Thokk Smash.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 01:16:00 -
[615] - Quote
Added charts!
> Google Doc <
:: tinkers with spreadsheet ::
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.30 01:25:00 -
[616] - Quote
Thaddeus Reynolds wrote:Aeon, so, to be clear, you have no problem with the eHP vs Speed curve, you just have the problem with the Assaults getting lower speed (and would be willing the take an eHP nerf to fit into the curve), due to the similarity between Assaults and Commandos, and concerns about the logi's relative power is that correct?
Yes. Exactly.
Thokk Nightshade wrote:This is related but takes a bit of a different spin on the whole Logi/Assault speed issue; give them the same base speed. Give Assaults better stamina but less sprint speed and Logis better sprint speed but lower stamina. An Assault needs to be able to run for extended periods of time, move around, and engage targets. Logis need to be able to sprint across openings (I.e. short distances) to get to a teammate who is downed/injured/ammoless to assist them. If base speed is standardized and we simply adjusted the sprint/stamina, it would fit in with the requirements of each role.
With everything else going like Rattati suggested on the thread, would this be a valid compromise for people? The assaults with be able to run a bit farther but for short distances they will not be as fast as the logis and slower than the scouts.
This is optimal, in my eyes, as a start. I would prefer this instead of going for the Buff Logi/Commando + Nerf Assaults route because, as someone else said, that is technically a double nerf.
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Cu' Chulainn
Art.of.Death
26
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Posted - 2015.05.30 01:26:00 -
[617] - Quote
Hey to be honest, most my complaints with shields are being indirectly handled here. The minmatar assault mobility was an issue for me. But also it's dual tanking ability needs to be addressed. And then the ScR being addressed so I don't die when it looks at me from 0m - 100m away[/quote]
Min Assault is SPLIT between tanks NOT dual tanked. Speed is the best defense for us. Makes us susceptible to Sheild and Armor based weapons. We also have to use a balance of Energizer/Recharger + Regulator + Armor rep to compete against High damage weapons Like RR and ScrR. Min Assault was already nerfed once. Caldari w Overtank Sheilds and Complex Ferroscale plates...CBT rifle almost stands still against it. Flanking + Speed + dual regen is what I have. Don't listen to this Clown!
THAT is a REP TOOL
"Don't stand in front of the HEAVY" - Matt Pagliotti
"Now Move out and Draw FIRE!!!" - REDRUM
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Cu' Chulainn
Art.of.Death
26
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Posted - 2015.05.30 01:34:00 -
[618] - 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.
Just curious why a soldier that carries a **** ton of equipment will be faster than his assault counterpart........I understand your graphs and can see the curve makes sense on paper....but I don't play DUST on PAPER!!!
THAT is a REP TOOL
"Don't stand in front of the HEAVY" - Matt Pagliotti
"Now Move out and Draw FIRE!!!" - REDRUM
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Cu' Chulainn
Art.of.Death
26
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Posted - 2015.05.30 01:36:00 -
[619] - Quote
DeathwindRising 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.
Hey to be honest, most my complaints with shields are being indirectly handled here. The minmatar assault mobility was an issue for me. But also it's dual tanking ability needs to be addressed. And then the ScR being addressed so I don't die when it looks at me from 0m - 100m away
Min Assault is SPLIT between tanks NOT dual tanked. Speed is the best defense for us. Makes us susceptible to Sheild and Armor based weapons. We also have to use a balance of Energizer/Recharger + Regulator + Armor rep to compete against High damage weapons Like RR and ScrR. Min Assault was already nerfed once. Caldari w Overtank Sheilds and Complex Ferroscale plates...CBT rifle almost stands still against it. Flanking + Speed + dual regen is what I have. Don't listen to this Clown!
THAT is a REP TOOL
"Don't stand in front of the HEAVY" - Matt Pagliotti
"Now Move out and Draw FIRE!!!" - REDRUM
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Thaddeus Reynolds
Facepunch Security
277
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Posted - 2015.05.30 01:39:00 -
[620] - Quote
Cu' Chulainn 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. Just curious why a soldier that carries a **** ton of equipment will be faster than his assault counterpart........I understand your graphs and can see the curve makes sense on paper....but I don't play DUST on PAPER!!!
Specialized Servos/Exoskeleton takes the place of the targeting sensors/heat sinks of the assaults allowing it to move faster despite the heavier load? If your issue is to the how a soldier moves faster it's easy to technobabble with sufficiently advanced technology, especially for a universe with confirmed anti-grav/non-air-cushion hover tech, things like graviton reactors and tractor beams
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 01:50:00 -
[621] - Quote
Aeon Amadi wrote: 1) Assault Role, or lack thereof. 2) Lack of a dedicated middle-ground slayer after these changes(situated above the 4.5m/s margin) 3) Why, again, we can't just bring Logi's up to par with Assaults and just hit Assault's EHP, keeping them both at the same speed. 4) Why is it considered okay for Scouts/Logis to have higher speed but not Assault, even after we proposed an EHP nerf?
1 - We don't have a role, there hasn't been much work toward giving us a role since Uprising 1.7, and there doesn't look to be on the near horizon. What do you want Assaults to do? What do you want us to do in the meantime, while we wait? Assaults were buffed for slayer capability, now they're too good at Slaying, but we feel that the proposed changes will impact that in such a way as that we will want to move to other suits to continue slaying. This is suboptimal.
2 - If Assaults are dropped in speed than there is a larger gap in the EHP/Speed ratio for dedicated slayers. Assaults, currently, offer the second highest movement speed and we've already proposed that an EHP nerf would be acceptable to balance that out. The gap between Scout speed and Assault speed, with these proposed changes, is a harsh negative that even without being implemented yet is causing some dedicated assault players to consider changing to Slayer Logis to retain their speed, even knowing that the EHP is lower (offering credence that we'd just as soon take the EHP hit to maintain our current speed).[/u]
3 - A healthier alternative would simply be to buff the Logis and Commandos as the proposal stats but to leave Assaults alone. We can't automatically assume that players -won't- move on from Assaults unless they are simultaneously nerfed. We can absolutely go with a baseline foundation on Frames with slight assymetry if it proves to be beneficial. We do not absolutely, positively have to do everything at once. [u]Let's at least -try it out- and if it doesn't work (players aren't migrating from Assault to Logi/Commando) then we CAN ABSOLUTELY hit their speed. I worry that the precedence of doing it now, at the same time as everything, will cause a return of the previous trend where they're simply never brought back up (edit) in the eventuality that they're over-nerfed.
4 - If EHP/Speed ratio is the issue than why is it justifiable that Logis and Assaults switch Speed but not EHP? This boggles my mind. The goal is still being exacted on - Assaults lose EHP/Speed ratio whereas Logis gain it. And, again, it's not even 100% necessary for Logis to gain EHP in that case, we can simply nerf Assault EHP and see how it works.
1) Not certain what is defined as Assault Role in your eyes when it comes to mechancis. Will read on and presume it is covered by your other listed items.
2) I have at no point advocated specific numbers only that all roles exists within the same method equally. Given that I have specifically askewed any specific stats advocacy there is nothing in what I've supported that conflicts with assaults being above 4.5m/s so long as they and all other roles adhere to one method.
3) I have repeatedly stated that the particular numbers used, and even the relative places of each role on the curve, is something I am totally open about so long as every role adheres to the same method/ratio.
If that means that all medium frames have identical speed and HP, that logi are faster with lower comparative ehp, or that assaults are faster with lower relative ehp, all of these satisfy the needs of a foundational method and any of these are acceptable to me as I have already stated more than once.
4) In my view it is okay for any role, Scout, Assault, Commando, Logi, Sent, to have any relative place on the speed to ehp curve relative to any other role so long as the same ratio method is applied to all of them. It seems most sensible for Sent to remain the slowest highest HP point on that curve, and Scouts the fastest speed lowest HP point on the other end simply for the sake of continuity. Further it seems most sensible that Commandos be faster than Sent, but slower than Assaults due to their presence as a heavy frame, but even this to me is open discussion. With regards to the Assault and Logi interactions specifically I see three possible methods;
- Make Assaults higher HP lower speed
- Make Logi higher HP lower speed
- Make both medium frames equal HP and speed matching one and other in all speed and HP stats.
There are pros and cons to each of these but as I have stated prior any of them would uphold the foundational method and thus any of them are things I would support as acceptable.
So long as the ratio is applied - equally and to all roles - then the specific numbers of how it is applied are secondary. My advocacy is, and has always been, employing a game wide balance method. No more, no less.
0.02 ISK ~ Cross
CPM 1 mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 01:55:00 -
[622] - Quote
Thokk Nightshade wrote:This is related but takes a bit of a different spin on the whole Logi/Assault speed issue; give them the same base speed. Give Assaults better stamina but less sprint speed and Logis better sprint speed but lower stamina. An Assault needs to be able to run for extended periods of time, move around, and engage targets. Logis need to be able to sprint across openings (I.e. short distances) to get to a teammate who is downed/injured/ammoless to assist them. If base speed is standardized and we simply adjusted the sprint/stamina, it would fit in with the requirements of each role.
With everything else going like Rattati suggested on the thread, would this be a valid compromise for people? The assaults with be able to run a bit farther but for short distances they will not be as fast as the logis and slower than the scouts.
Added "Thokk's Model" ... started with a sprint multipliers of 1.3 for Assaults and 1.4 for Logis. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
Personal Opinion: Logis sprinting faster than Scouts is potentially problematic. (my two cents)
Shoot scout with yes. - Ripley Riley (for CPM2)
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RedBleach LeSanglant
Molon Labe. RUST415
830
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Posted - 2015.05.30 02:00:00 -
[623] - Quote
Cross Atu wrote:
Make Logi higher HP lower speed
There are pros and cons to each of these but as I have stated prior any of them would uphold the foundational method and thus any of them are things I would support as acceptable.
So long as the ratio is applied - equally and to all roles - then the specific numbers of how it is applied are secondary. My advocacy is, and has always been, employing a game wide balance method. No more, no less.
0.02 ISK ~ Cross
MOOOAAAR HP - TANK LOGIS!!! Sounds like a blast, put me right next to my Amarr Sentinel brother. Logi's become slow logi stations and not a character that can follow the squad. Interesting... but I don't know how fun it would be until we tried it.
The Logi Code. Creator, Believer, Follower
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.05.30 02:01:00 -
[624] - Quote
Just want to chime in: I haven't actually looked at your numbers adipem, but I'd really be in favor of logi's having (comparatively) lower sprint speeds, in exchange for faster walk speeds. While using an active piece of equipment like a rep tool, logi's can have major issues trying to keep up with a sentinel they're repping if the sentinel decides to sprint at all.
I also do think that assault walk speeds should be lowered, in exchange for (slightly) faster sprint speeds, as this helps address issues with wigglewiggle destroying hit detection.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Cu' Chulainn
Art.of.Death
26
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Posted - 2015.05.30 02:02:00 -
[625] - Quote
Thaddeus Reynolds wrote:Cu' Chulainn 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. Just curious why a soldier that carries a **** ton of equipment will be faster than his assault counterpart........I understand your graphs and can see the curve makes sense on paper....but I don't play DUST on PAPER!!! Specialized Servos/Exoskeleton takes the place of the targeting sensors/heat sinks of the assaults allowing it to move faster despite the heavier load? If your issue is to the how a soldier moves faster it's easy to technobabble with sufficiently advanced technology, especially for a universe with confirmed anti-grav/non-air-cushion hover tech, things like graviton reactors and tractor beams
Agreed however the CPU/PG of Logi suit would be severely affected by the drain of running 4x the equipment+BW+ stronger servo/exoskeleton to make said logi suit faster than the more simple design of the assault.... pompous techno-babbling unnecessary.... Whenever the assaults gain targeting sensors/heat sinks let me know....I also believe the logi fit has a better natural scan radius. All this takes power.
Anyway this is a digression from the point and I didn't post this so you see your own colourful words in print...
A simple designed assault suit SHOULD be faster and more tanked than a complexly designed logi suit...maybe not by as much as it is currently...My opinion...
BTW have you ever driven an LAV in DUST???? I guess the anti-grav/non-air-cushion hover tech was left at home spawn!!!!!
THAT is a REP TOOL
"Don't stand in front of the HEAVY" - Matt Pagliotti
"Now Move out and Draw FIRE!!!" - REDRUM
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 02:05:00 -
[626] - Quote
Thokk Nightshade wrote:This is related but takes a bit of a different spin on the whole Logi/Assault speed issue; give them the same base speed. Give Assaults better stamina but less sprint speed and Logis better sprint speed but lower stamina. An Assault needs to be able to run for extended periods of time, move around, and engage targets. Logis need to be able to sprint across openings (I.e. short distances) to get to a teammate who is downed/injured/ammoless to assist them. If base speed is standardized and we simply adjusted the sprint/stamina, it would fit in with the requirements of each role.
With everything else going like Rattati suggested on the thread, would this be a valid compromise for people? The assaults with be able to run a bit farther but for short distances they will not be as fast as the logis and slower than the scouts. As long as eHP of both roles is also scaled in light of this method being employed it would satisfy the need for a game wide method and as such be a functional option IMO.
0.02 ISK
CPM 1 mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 02:09:00 -
[627] - Quote
MINA Longstrike wrote:Just want to chime in: I haven't actually looked at your numbers adipem, but I'd really be in favor of logi's having (comparatively) lower sprint speeds, in exchange for faster walk speeds. While using an active piece of equipment like a rep tool, logi's can have major issues trying to keep up with a sentinel they're repping if the sentinel decides to sprint at all.
I also do think that assault walk speeds should be lowered, in exchange for (slightly) faster sprint speeds, as this helps address issues with wigglewiggle destroying hit detection.
Sounds alot like Ripley's Model ... is that what you had 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 - 2015.05.30 02:12:00 -
[628] - Quote
Cross Atu wrote:
So long as the ratio is applied - equally and to all roles - then the specific numbers of how it is applied are secondary. My advocacy is, and has always been, employing a game wide balance method. No more, no less.
0.02 ISK ~ Cross
Yeah, I understand that. I understood that five posts ago, lol. That was never up for debate.
Design a Skin Challenge POLL (Vote Now!)
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Thaddeus Reynolds
Facepunch Security
280
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Posted - 2015.05.30 02:13:00 -
[629] - Quote
Cu' Chulainn wrote:Thaddeus Reynolds wrote:Cu' Chulainn 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. Just curious why a soldier that carries a **** ton of equipment will be faster than his assault counterpart........I understand your graphs and can see the curve makes sense on paper....but I don't play DUST on PAPER!!! Specialized Servos/Exoskeleton takes the place of the targeting sensors/heat sinks of the assaults allowing it to move faster despite the heavier load? If your issue is to the how a soldier moves faster it's easy to technobabble with sufficiently advanced technology, especially for a universe with confirmed anti-grav/non-air-cushion hover tech, things like graviton reactors and tractor beams Agreed however the CPU/PG of Logi suit would be severely affected by the drain of running 4x the equipment+BW+ stronger servo/exoskeleton to make said logi suit faster than the more simple design of the assault.... pompous techno-babbling unnecessary.... Whenever the assaults gain targeting sensors/heat sinks let me know....I also believe the logi fit has a better natural scan radius. All this takes power. Anyway this is a digression from the point and I didn't post this so you see your own colourful words in print... A simple designed assault suit SHOULD be faster and more tanked than a complexly designed logi suit...maybe not by as much as it is currently...My opinion... BTW have you ever driven an LAV in DUST???? I guess the anti-grav/non-air-cushion hover tech was left at home spawn!!!!!
The Assault Suits aren't any more simple than logistics...as for why...see Rattati's OP, a standard underlying game design principle relating HP and Speed that applies to all suits, not just logistics and assaults
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
Vehicle Re-vamp Proposal
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 02:14:00 -
[630] - Quote
Aeon Amadi wrote:Cross Atu wrote:
So long as the ratio is applied - equally and to all roles - then the specific numbers of how it is applied are secondary. My advocacy is, and has always been, employing a game wide balance method. No more, no less.
0.02 ISK ~ Cross
Yeah, I understand that. I understood that five posts ago, lol. That was never up for debate. This honestly surprises me because it answers literally every single concern from your list (at least with regards to me, the individual you have been directly conversing with).
Having understood it five posts ago and it never being up for debate as you declare (and I agree, I don't think my stance ever really was up for debate, I've been very clear and consistent on it) I am at a loss as to why you were motivated to address me for those intervening posts on this subject and do so in a manner that seemed to imply I had at any point said something in conflict with your desired aspect and outcomes (as defined by yourself in your list prior).
CPM 1 mail me your feedback and remember to have fun!
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