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Author |
Thread Statistics | Show CCP posts - 31 post(s) |
Thaddeus Reynolds
Facepunch Security
280
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Posted - 2015.05.30 02:15:00 -
[631] - Quote
Cross Atu wrote: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 ever single concern from your list (at least with regards to me, the individual you have been directly conversing with).
Aeon's been arguing for the specifics of where the assaults should lay on the curve, not arguing that they shouldn't (at least not anymore)
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 02:23:00 -
[632] - Quote
Thaddeus Reynolds wrote:Cross Atu wrote: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 ever single concern from your list (at least with regards to me, the individual you have been directly conversing with). Aeon's been arguing for the specifics of where the assaults should lay on the curve, not arguing that they shouldn't (at least not anymore)
Odd choice to argue it with me when I've been explicitly not holding an advocacy for where the specifics fall relative to each other.
I suppose I did at one point state my personal inclination, but it was both tagged as such and contextualized with saying that I'd find any placement which adhered to the method acceptable.
Seems odd to have taken it as far as asking me for a "compromise" (compromise what, and how, if our positions do not conflict and he understood that?) and implying that I am dismissive of the views and feedback which coincide with his (as seen below)
Aeon Amadi wrote: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. If his only advocacy is that a certain set of specifics be employed, and it has been understood that my stance does not exist for or against any set of specifics, only that all specifics be applied fairly to every role via one methodology.
CPM 1 mail me your feedback and remember to have fun!
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Thokk Nightshade
Montana Militia
862
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Posted - 2015.05.30 02:24:00 -
[633] - Quote
Adipem Nothi wrote: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)
Naw, I think the base values look solid. If we want to tone it down just a touch so Logis CAN'T get into Scout territory unless the Scout is fully brick tanked, I'd be OK with that too. Your point is definitely valid. However, Scouts have sprint AND stamina so even if the Logi can match the slowest Scout, it will be for a much shorter duration.
I am not a big math guy so if someone else wanted to peek at it and put up an opinion I wpuld be totally OK with that. However, as long as the sprint is offset by the stamina so Assaults can run FARTHER than Logis, and we can quell the screaming of the scouts, I think the correlation is a nice balance.
Thokk Kill. Thokk Crush. Thokk Smash.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.30 02:25:00 -
[634] - Quote
Cross Atu wrote: If his only advocacy is that a certain set of specifics be employed, and it has been understood that my stance does not exist for or against any set of specifics, only that all specifics be applied fairly to every role via one methodology.
You're a CPM representative - who else was I supposed to talk to..? That's why I asked you who I needed to speak to in that earlier post. I wanted to discuss specifics.
EDIT: Like - I'm cool with this EHP/Speed curve BS, I am, I just want you to understand that. But I also want to be clear that I want to discuss specifics and if you're not going to advocate or discuss specifics I need to know who I can talk to that will.
Design a Skin Challenge POLL (Vote Now!)
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 02:39:00 -
[635] - Quote
Aeon Amadi wrote:Cross Atu wrote: If his only advocacy is that a certain set of specifics be employed, and it has been understood that my stance does not exist for or against any set of specifics, only that all specifics be applied fairly to every role via one methodology.
You're a CPM representative - who else was I supposed to talk to..? That's why I asked you who I needed to speak to in that earlier post. I wanted to discuss specifics. EDIT: Like - I'm cool with this EHP/Speed curve BS, I am, I just want you to understand that. But I also want to be clear that I want to discuss specifics and if you're not going to advocate or discuss specifics I need to know who I can talk to that will.
I am not going to advocate specifics, I am going to discuss them (and have been).
This being Rattati's thread he is reading and assessing the merits of the various specific stances, and since I view it as out side of the purview of a CPM to try and "sell" CCP on one feedback from one portion of the community vs another I see no place for me to have an official advocacy on the specific numbers of this subject.
That being established, of course I'm happy to discuss the possible pros and cons of specific iterations of the method with you or anyone else. Perhaps it's the lingering migraine from yesterday effecting my clarity but until your statement above it was not clear to me that your objections or desire for discussion had nothing to do with the Speed/eHP curve and everything to do with where specific raw (not relative) numbers (assault speed yes?) are pegged.
Having established that now, please by all means if there are any further or additional details you feel have not been clearly brought to light elaborate on them, I'm happy to continue to listen and discuss.
Cheers, 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 02:42:00 -
[636] - Quote
RedBleach LeSanglant wrote: 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.
Added "Red's Model" ... current speeds maintained, a substantial increase to base HP would be required to fit Logis to the curve. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
Personal Opinion: A different approach, but it definitely fit the curve :-)
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 - 2015.05.30 02:50:00 -
[637] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote: 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.
Added "Red's Model" ... current speeds maintained, a substantial increase to base HP would be required to fit Logis to the curve. This page is all yours, so let me know if you'd like to tweak any of the values. > Google Doc < Personal Opinion: A different approach, but it definitely fit the curve :-) You've both just make Pokey extremely happy
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 02:51:00 -
[638] - Quote
Thokk Nightshade wrote:Adipem Nothi wrote:Added "Thokk's Model" ... this page is all yours, so let me know if you'd like to tweak any of the values. If we want to tone it down just a touch so Logis CAN'T get into Scout territory unless the Scout is fully brick tanked, I'd be OK with that too. Thokk's Model Tuned ...
Logi Sprint Multiplier: 1.5 ---> 1.45 MN Logi Base Movement: 5.30 ---> 5.20 AM Logi Base Movement: 4.80 ---> 4.85
Let me know if there's anything else you'd like to tweak.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Mr.Pepe Le Pew
Art.of.Death
137
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Posted - 2015.05.30 02:52:00 -
[639] - 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.
Ok...the data says Assaults have higher kills than other suits. I can agree to that. I also agree that buffing the strafe will make assaults OP as heck. So let us reason: Leave Assaults as they are now. If CCP wants to balance the game further, making other roles more relevant, then look and tweak THOSE SUITS. Don't break something that is already nice!
Give Commandos a tiny bit faster sprint speed. Leave strafe alone...they're heavies. Give them their respective racial slot layout of the Sentinels. Logis are great right now. Useful and if need be...give them more pg or cpu or both, but leave the current stats as they are right now. Speed is fine. A logi's role is to support their squad/team. Usually, a SMART logi will hook up to the tit of a Sentinel or surround himself with plenty of MEAT around him so he needs not speed. He needs better passive scans?
Speed is fine. Base movement if anything COULD be nerfed but not necessary on some suits.
HMG'S need a damage buff and range nerf. It makes sense.
Take it from a guy who is pro to in (gameplay: mediocre at worst, advanced at best, not elite) at: assault, scout, sentinel, commando, logi.
PLEASE DONT BREAK THIS GAME CCP.
CEO / Art.of.Death
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.30 03:08:00 -
[640] - Quote
Cu' Chulainn wrote: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!
Let me be more specific for you in particular... My issue with minmatar assault is when they run their 400 shield and 400 armor fit. |
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 04:06:00 -
[641] - Quote
Aeon Amadi wrote: ... I'm cool with this EHP/Speed curve
... A dedicated middle-ground slayer after these changes (situated above the 4.5m/s margin)
... 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.
Added "Aeon's Model?". Attempted to fit the curve as best I could using the parameters above. Decreased base HP by 20% and minimized impact on movement speed, keeping it above the 4.5 margin. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 04:25:00 -
[642] - Quote
Heimdallr69 wrote:I've been one since mordu's through the ups and downs and now we are buffing other suits and nerfing assaults so I was thinking why not just remove assaults and combine them with mandos..scouts will have speed followed by logis mandos heavies...No more high ehp speed suits, I think this would add more diversity as people would then need to use scouts for speed and mandos for slaying..I was against this but now I believe it might be the best solution, scouts = low hp but fast, logis low hp speed at current assaults, mandos slower than logis but faster than heavies..thoughts? Added "Heim's Model". Bridged the gap by adding HP to Logis and increasing Commando speed. This page is all yours, so let me know if you'd like to tweak any of the values.
> Google Doc <
Shoot scout with yes. - Ripley Riley (for CPM2)
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Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
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Posted - 2015.05.30 04:28:00 -
[643] - Quote
1 thing I'm confused about: where will my skinweave logi go?
It's technically a basic med frame (Name was changed to "'Skinweave' Militia Minmatar Medium Frame"), but it still has a logi slot layout, and logi stats to boot. I wanna make sure it doesn't get ****** in the deal by staying slow with low eHP.
Aloha snackbar
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Varoth Drac
Dead Man's Game
929
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Posted - 2015.05.30 08:17:00 -
[644] - Quote
Thanks for the spreadsheets Adipem. Regarding "my" model, I wasn't stating what I personally think should happen, but what Rattati suggested he might do to tweak his original proposal, based on feedback. So really this an approximate Rattati's latest proposal. Though it wasn't formal, and was likely to change. Still, it's the latest word. Except I believe Min assault speeds are a little higher on the sheet than his design.
If I was going to design a proposal, I'd go with this:
Reduce Assault hp by 50 (half as much reduction as Aeon's tab).
Reduce speed by about 0.3, which should get them onto the curve.
Give assaults a bonus to movement speed, 1% per level. At level 5 this should give them speeds almost equal to what they have now.
Increase logi and commando speeds as per Rattati's proposal.
Speed and hp together is now the assault suit's defining speciality. They fit the curve, but are bonused to break it. Allowing them to be light weapon, frontal attack slayers, but unlike commandos, they rely on speed more than brute strength and high defence. Scouts will be faster, and logis will be almost as fast, but neither have the hp, fitting, or bonuses to beat assaults at frontal assault.
Keep sprint and strafe multiplyers what they are now. Tweak stamina so it makes sense. Maybe tweak Min assault speed or hp a bit.
The speed hp curve will be good. Assaults have a role defined by their bonus. Assaults as a whole will suffer a small nerf, which hopefully will balance them when compared to scouts and sentinels. (Though cloaks probably still need fixing for true balance).
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wireless network
Circle of Huskarl Minmatar Republic
1
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Posted - 2015.05.30 08:24:00 -
[645] - Quote
Give logis same highs/lows and base HP/speed as assaults.
Start with that small change.
Tweak from there as necessary. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.30 09:49:00 -
[646] - Quote
Varoth Drac wrote:Thanks for the spreadsheets Adipem. Regarding "my" model, I wasn't stating what I personally think should happen, but what Rattati suggested he might do to tweak his original proposal, based on feedback. So really this an approximate Rattati's latest proposal. Though it wasn't formal, and was likely to change. Still, it's the latest word. Except I believe Min assault speeds are a little higher on the sheet than his design.
If I was going to design a proposal, I'd go with this:
Reduce Assault hp by 50 (half as much reduction as Aeon's tab). Or maybe only around 30?
Reduce speed by about 0.3, which should get them onto the curve.
Give assaults a bonus to movement speed, 1% per level. At level 5 this should give them speeds almost equal to what they have now.
Increase logi and commando speeds as per Rattati's proposal.
Speed and hp together is now the assault suit's defining speciality. They fit the curve, but are bonused to break it. Allowing them to be light weapon, frontal attack slayers, but unlike commandos, they rely on speed more than brute strength and high defence. Scouts will be faster, and logis will be almost as fast, but neither have the hp, fitting, or bonuses to beat assaults at frontal assault.
Keep sprint and strafe multiplyers what they are now. Tweak stamina so it makes sense. Maybe tweak Min assault speed or hp a bit.
The speed hp curve will be good. Assaults have a role defined by their bonus. Assaults as a whole will suffer a small nerf, which hopefully will balance them when compared to scouts and sentinels. (Though cloaks probably still need fixing for true balance).
Why would you nerf assault speed and then bonus assault speed?
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Varoth Drac
Dead Man's Game
929
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Posted - 2015.05.30 10:08:00 -
[647] - Quote
DeathwindRising wrote: Why would you nerf assault speed and then bonus assault speed?
Ratatti's suggestion was to fit assaults onto the curve, but buff their sprint modifier so they can still be fast.
I don't like the idea of changing sprint modifiers as I think it's over complicated and not very transparent. Also, some people aren't happy with just having high sprint speed, they want high run speed aswell. So as an alternative I suggest giving assaults a speed bonus instead. Which would both be more transparent and maintain both good speed and sprint. |
Baal Omniscient
Qualified Scrub
2
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Posted - 2015.05.30 11:24:00 -
[648] - Quote
Breakin Stuff wrote:
Every single post telling rattati no has been the most thinly veiled cover for self interest from people who want their top fit to remain the top fit AT ALL COSTS
I would just like to state for the record that I've had no internet for nearly two months and even if I manage to get it back some time in the next few weeks I have very little interest in playing Dust again. My interest in this discussion is centered around fixing the game to the point where it's actually worth playing again.
And I am against the assault nerf.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.30 11:28:00 -
[649] - Quote
Varoth Drac wrote:DeathwindRising wrote: Why would you nerf assault speed and then bonus assault speed?
Ratatti's suggestion was to fit assaults onto the curve, but buff their sprint modifier so they can still be fast. I don't like the idea of changing sprint modifiers as I think it's over complicated and not very transparent. Also, some people aren't happy with just having high sprint speed, they want high run speed aswell. So as an alternative I suggest giving assaults a speed bonus instead. Which would both be more transparent and maintain both good speed and sprint.
i'm finding trouble seeing how any of this will result in actual balance.
there are currently 33 pages concerning the balance of only two characteristics.
power (ability to deal damage)
defense (hp and regen)
speed (movement, sprint, strafe, stamina/regen)
ewar (dropsuit profile, Precision, and range)
support (equipment)
(slot layout and fitting capacity serves only as a means to increase these characteristics)
these five characteristics are present for each and every suit in the game yet here we are only concerned with balancing two of them? how do we achieve overall balance by neglecting the other characteristics?
how does only adjusting speed and HP level of dropsuits and roles achieve overall balance?
where our current goal to keep players from achieving both high HP and speed values at the same time, it should be the opposite. high hp and high speed fits should be possible and allowed, but it should be balanced by reducing the other attributes.
If i gave you 5 points to divide up among those five characteristics we would have balance. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.30 11:56:00 -
[650] - Quote
Deathwind, I hate to break it to you, but those attributes do not translate to 1:1 equivalent value.
At all.
Right now HP and speed have the sharpest curve to survivability just as profile and scans did four months ago.
The HP to speed is the hardest ratio to tweak to a balance. Once we have that baseline the other attributes can also be tweaked to fine-tune the suits to equality of utility.
The ewar system needs an overhaul in entire and I'm imagining Rattati eyeballing a broadsword whenever the prospect of trying to fix THAT disaster crosses his mind.
Smoothing the sharp, jagged edges of the HP/speed ratio gives a baseline and will show how much speed vs. HP matters. Then the curve can be expanded or contracted as needed to even out the values.
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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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 12:03:00 -
[651] - Quote
Varoth Drac wrote:Thanks for the spreadsheets Adipem. Regarding "my" model, I wasn't stating what I personally think should happen, but what Rattati suggested he might do to tweak his original proposal, based on feedback. So really this an approximate Rattati's latest proposal. Though it wasn't formal, and was likely to change. Still, it's the latest word. Except I believe Min assault speeds are a little higher on the sheet than his design.
Excellent point. Renamed that sheet from "Varoth's Model" to "Rattati's +/- 0.3 Model".
Varoth Drac wrote: If I was going to design a proposal, I'd go with this:
Reduce Assault hp by 50 (half as much reduction as Aeon's tab). Or maybe only around 30? Reduce speed by about 0.3, which should get them onto the curve. Give assaults a bonus to movement speed, 1% per level. At level 5 this should give them speeds almost equal to what they have now. Increase logi and commando speeds as per Rattati's proposal.
Speed and hp together is now the assault suit's defining speciality. They fit the curve, but are bonused to break it. Allowing them to be light weapon, frontal attack slayers, but unlike commandos, they rely on speed more than brute strength and high defence. Scouts will be faster, and logis will be almost as fast, but neither have the hp, fitting, or bonuses to beat assaults at frontal assault.
Keep sprint and strafe multiplyers what they are now. Tweak stamina so it makes sense. Maybe tweak Min assault speed or hp a bit.
The speed hp curve will be good. Assaults have a role defined by their bonus. Assaults as a whole will suffer a small nerf, which hopefully will balance them when compared to scouts and sentinels. (Though cloaks probably still need fixing for true balance).
Added "Varoth's Model"
* Assault Base HP: -50 * MN Assault Movement: -0.35 + 5% * Other Assault Movement: -0.3 + 5% * Logi Movement: Set to Rattati Prototype * Commando Movement: Set to Rattati Prototype * Sprint Multipliers held constant (1.4)
Shoot scout with yes. - Ripley Riley (for CPM2)
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.30 12:45:00 -
[652] - Quote
Breakin Stuff wrote:Deathwind, I hate to break it to you, but those attributes do not translate to 1:1 equivalent value.
At all.
Right now HP and speed have the sharpest curve to suitability just as profile and scans did four months ago.
The HP to speed is the hardest ratio to tweak to a balance. Once we have that baseline the other attributes can also be tweaked to fine-tune the suits to equality of utility.
The ewar system needs an overhaul in entire and I'm imagining Rattati eyeballing a broadsword whenever the prospect of trying to fix THAT disaster crosses his mind.
Smoothing the sharp, jagged edges of the HP/speed ratio gives a baseline and will show how much speed vs. HP matters. Then the curve can be expanded or contracted as needed to even out the values.
theyre not meant to be thought of as 1:1 ratio. Im only talking about that overall balance is more than speed vs hp.
for example the charts show BASE hp vs speed and then a bricked version.
how does that include the manipulation of slot layouts? a combo of shield extenders and kincats now made possible since PG mods were moved to highs? |
Haerr
The Rainbow Effect Negative-Feedback
2
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Posted - 2015.05.30 13:13:00 -
[653] - Quote
Rattati can you make a version of the Bricked chart using Ferro Scales instead?
KUNG FURY - By Laser Unicorns
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 13:36:00 -
[654] - Quote
Haerr wrote: I would prefer it if the slowest race of the slowest role of a frame size is as quick as the fastest race of the fastest role of frame size:
Numbers!
,,Baseline, Frame,Light,5.35, Frame,Medium,4.75, Frame,Heavy,4.15, ,,, Role,Fast,0.15, Role,Medium,0, Role,Slow,-0.15, ,,, Race,Fast,0.15, Race,Medium,0, Race,Slow,-0.15, ,,, Frame,Role,Race, Light,Fast,Fast,5.65 Light,Fast,Normal,5.5 Light,Fast,Slow,5.35 Light,Normal,Fast,5.5 Light,Normal,Normal,5.35 Light,Normal,Slow,5.2 Light,Slow,Fast,5.35 Light,Slow,Normal,5.2 Light,Slow,Slow,5.05 Medium,Fast,Fast,5.05 Medium,Fast,Normal,4.9 Medium,Fast,Slow,4.75 Medium,Normal,Fast,4.9 Medium,Normal,Normal,4.75 Medium,Normal,Slow,4.6 Medium,Slow,Fast,4.75 Medium,Slow,Normal,4.6 Medium,Slow,Slow,4.45 Heavy,Fast,Fast,4.45 Heavy,Fast,Normal,4.3 Heavy,Fast,Slow,4.15 Heavy,Normal,Fast,4.3 Heavy,Normal,Normal,4.15 Heavy,Normal,Slow,4 Heavy,Slow,Fast,4.15 Heavy,Slow,Normal,4 Heavy,Slow,Slow,3.85
Scout: 2 EQ (Light, Fast) Light Frame: 2 EQ (Light, Normal) Pilot: (Light, Slow)
Assault: 1 EQ (Medium, Fast) Medium Frame: 2 EQ (Medium, Normal) Logistics: 4 EQ (Medium, Slow)
Commando: 1 EQ (Heavy, Fast) Heavy Frame: 0 EQ (Heavy, Normal) Sentinel: 0 EQ (Heavy, Slow)
I also think that changing the sprint/strafe/backwards modifiers for a few specific suits is a reallly bad idea.
Added "Haerr's Model"
* Basic Med and Basic Light staggered to the right of the progression, so this chart can be compared against those of like type.
Shoot scout with yes. - Ripley Riley (for CPM2)
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RedBleach LeSanglant
Molon Labe. RUST415
836
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Posted - 2015.05.30 13:48:00 -
[655] - Quote
Adipem Nothi wrote:RedBleach LeSanglant wrote: 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.
Added "Red's Model" ... current speeds maintained, a substantial increase to base HP would be required to fit Logis to the curve. This page is all yours, so let me know if you'd like to tweak any of the values. > Google Doc < Personal Opinion: A different approach, but it definitely fit the curve :-)
This made me laugh, Thanks Adipem. And wow would this change the game.... I mean it is a complete shift. :)
The Logi Code. Creator, Believer, Follower
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Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.05.30 14:01:00 -
[656] - Quote
Adipem Nothi wrote:Haerr wrote: I would prefer it if the slowest race of the slowest role of a frame size is as quick as the fastest race of the fastest role of frame size: Numbers! "Haerr's Model"
* Basic Med and Basic Light staggered to the right of the progression (like type comparison). * Assumed increase to Logi HP, decrease to Assault HP. Please advise.
Don't forget the Pilot suits!
But yeah, HP for various roles made to fit the curve.
KUNG FURY - By Laser Unicorns
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Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.05.30 14:08:00 -
[657] - Quote
I think that the Assaults strength (comparative strength towards Logis, Commandos, and Sentinels) comes more from the ability to dictate how and when an engagement happens through mobility and regen. While the other dropsuit roles have, more or less, clearly defined roles Assaults do not.
How Stuff lines up atm.
Scan Profile: Scout > Assault > Logistics > Commando > Sentinel Total Base HP: Sentinel > Commando > Assault > Logistics > Scout Movement Speed: Scout > Assault > Logistics > Commando > Sentinel Stamina: Scout > Assault > Logistics > Commando > Sentinel Stamina Regen: Scout > Assault > Logistics > Commando > Sentinel Shield Recharge Rate: Scout > Assault > Logistcs/Sentinel > Commando Shield Recharge Delay: Scout > Sentinel > Logistics > Assault/Commando Shield Depleted Recharge Delay: Scout > Sentinel > Logistics > Assault/Commando
There is a clear problem with Shield Stats since they have yet to receive attention since Rattati took over the helm, they don't particularly line up in any way except for Commandos being universally boned. But with the attention that Speed vs HP and Logi & Commandos are getting atm it is bound to get at least some attention.
My preferences: HP: Logistics > Medium Frames > Assaults Movement Speed: Assaults > Medium Frames > Logistics Stamina & Stamina Regen: Assaults > Medium Frames > Logistics HP Regen: Assaults > Medium Frames > Logistics EQ Slots: (4)Logistics > (2)Medium Frames > (1)Assaults
So for me the defined roles of the Assaults are: mobility and regen (and enough HP to make use of them).
Edit: I made a thing to look at various dropsuit stats and compare them to each other and between races.
Google docs LINK
KUNG FURY - By Laser Unicorns
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 15:50:00 -
[658] - Quote
Varoth Drac wrote:Speed and hp together is now the assault suit's defining speciality. They fit the curve, but are bonused to break it. This is the one specific thing that I am - as of now - completely opposed to. I do not care which role it is, but no role should be set up to break the curve or the curve itself ceases to hold the merits it now does.
The Assault needs a stronger and clear role vision and it's own uniqueness, no question about that but no role can have the uniqueness of being the one that is the best in combined speed, HP, and dps. Even if that role is not possessing the highest raw numbers in any given area - presume that the "new" curve breaking assault cannot, even when fit, gain nearly scout mobility numbers, sentential HP numbers, or commando dps numbers - it still has balance breaking mechanical virtues.
Speed, HP and dps are fundamental to the nature of an FPS having a single role be defined as the best mechanically, at holding their combined values is definitively imbalanced, just as have a single rifle with the best combined force projection, sustained dps, and alpha is an imbalanced design. Any, role, rifle, frame or fit being 'the best' is exactly what should not at any time be considered by development otherwise we get things like the old TAR, the double rep+double hardened maddy, the days of "scout 514", the old Cal Logi w/extender bonus, the old small missile turret that let people exceed 30 kills a match with ease and functionally no risk, etc. Saying something is meant to be a slayer suit (which the assault of course is meant to be) does not mean and can never mean that it is "the best suit" and any suit that has curve breaking HP+Speed teeters on if not out right becomes "the best" and that is before we even consider potential dps output which is certainly an asset relevant to the role of more than the Assault (it's not the only slayer in the game) and has an impact on the utility and survival of any role (if a role is meant to have less other features including it's survivability must counter balance that lack of being able to fight back and defend itself effectively).
To be specialized is by definition to be highly skilled in a specific field. That is not equal to being above average in the combined value of all fields, that's not a specialization, that's an imbalance.
We need one universal and equally applied game wide method, 'one role to rule them all' no matter which role that is. King of the hill roulette isn't good balance, we've had far too much of it in the course of Dusts history and it has to end not be codified as "okay" for one role to retain in perpetuity.
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 - 2015.05.30 15:53:00 -
[659] - Quote
wireless network wrote:Give logis same highs/lows and base HP/speed as assaults.
Start with that small change.
Tweak from there as necessary. I think a normalized medium frame line would still have to be tweak to properly fall within the curve as it relates to all other frames in the game, but as long as that's accounted for I see no reason to oppose that (actually this is one of the three methods I've mentioned a few times in this thread). It would uphold the curve which is the key element.
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 - 2015.05.30 16:07:00 -
[660] - Quote
DeathwindRising wrote:Varoth Drac wrote:DeathwindRising wrote: Why would you nerf assault speed and then bonus assault speed?
Ratatti's suggestion was to fit assaults onto the curve, but buff their sprint modifier so they can still be fast. I don't like the idea of changing sprint modifiers as I think it's over complicated and not very transparent. Also, some people aren't happy with just having high sprint speed, they want high run speed aswell. So as an alternative I suggest giving assaults a speed bonus instead. Which would both be more transparent and maintain both good speed and sprint. i'm finding trouble seeing how any of this will result in actual balance. there are currently 33 pages concerning the balance of only two characteristics. power (ability to deal damage) defense (hp and regen) mobility (movement, sprint, strafe, stamina/regen) ewar (dropsuit profile, Precision, and range) support (equipment) (slot layout and fitting capacity serves only as a means to increase these characteristics) these five characteristics are present for each and every suit in the game yet here we are only concerned with balancing two of them? how do we achieve overall balance by neglecting the other characteristics? how does only adjusting speed and HP level of dropsuits and roles achieve overall balance? where our current goal to keep players from achieving both high HP and speed values at the same time, it should be the opposite. high hp and high speed fits should be possible and allowed, but it should be balanced by reducing the other attributes. If i gave you 5 points to divide up among those five characteristics we would have balance.
The type of balance you describe cannot be applied without establishing ratios so that the effective value of each raw stat is on a 1:1 scale since clearly the raw numbers do not hold 1:1 value. 2 dB points is not equal to 2 points of stamina, 2 m/s move speed is not equal to 2 HP, etc. Until ratios are established we cannot define the actual content of those "5 points" you describe above and thus cannot divide them successfully.
We need ratios to be able to move toward the type of balancing method you describe, which is AFAIK why the OP exists, because being able to move towards the more full fundamental balance you describe is desirable, but it requires a context which is currently lacking. Thus applying a framework that compares the relative values of things that have similar effects (of course no two stats will ever have the same effect or they'd just be one stat) in this case general survivability within matches, is called for.
Baselines need to be established, for stats and for their modifiers (slot layouts and skills) but intermingling those two is a recipe for madness. It is find and good to say that all things should be considered, and you are quite right they should all be considered, but clearly considering them simultaneously without baseline frameworks in place is ineffective within a complex system like Dust, if it were effective we'd have had tighter balance a long time ago not a rotating FotM for years as things have been, especially not with the use and utility margins that have been recurrent.
So, how do we achieve balance by balancing only two characteristics? We don't. Just like we don't achieve balance by trying to (in computer parlance) 'brute force' a solution by weighing everything at once without a frame work to assess what value or effective weight each factor holds. Thus we need to take an iterative approach, as the OP does, by defining frameworks. With those in place we can weigh all factors.
Cheers, Cross
CPM 1 mail me your feedback and remember to have fun!
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