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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.30 16:37:00 -
[661] - Quote
There's a hilarious level of irony in that the Assault came before the Commando and somehow is the one up for debate as to what role it plays.
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 16:49:00 -
[662] - Quote
Haerr wrote: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.
While acknowledging that applying a 1:1 ratio is not accurate, and that this is the very reason we need ratios like the Speed vs HP curve established looking at net hierarchy still holds some merit especially as we have some numbers on usage, and relative KDR (though I still say raw KDR is a bad stat for many reasons, it is one of our only established data points) so we can frame the effects somewhat. Here's the net ranking from the current hierarchy as you've outlined above.
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
Sub-total a: Scout 21 > Assault 20 > Logistics 13 > Commando 12 > Sentinel 9
Breaking shield skills into their own bracket in light of your accurate assessment about them. 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
Subtotal b: Scout 15 > Sentinel 10.5 > Logistics 8.5 > Assault 7 > Commando 4
Combined totals: Scout 36 > Assault 27 > Logistics 21.5 > Sentinel 19.5 > Commando 16
Now, assuming that the amount of each is fit within a proper ratio as the OP suggests and as has been generally supported we should be seeing final combined values that are essentially equal. When that point of balance is reached the uniqueness of the role in question would then be applied to enhance their value.
- Sentinels have their damage resistances which magnify the value of their HP but do not mitigate their speed drawback.
- Scouts gain advantages to infiltration and eWar (with a nod to the eWar system still needing some very code heavy work) thus enhancing the applicable value of their speed while not mitigating the short coming of their light HP totals.
- Logistics gain advantages to the use of equipment, which does nothing to alter the balance of their mid range Speed and HP values
- Assaults gain advantages to damage output, which does nothing to alter the balance of their mid range HP and Speed values
- Commandos gain advantages to damage output, which does nothing to alter the balance of their lower mobility higher HP values
Clearly, there are things that need improved from base state in the list above. Scouts, Logi, Assaults, and Commandos could all use a look at their racial skills, for internal role balance and utility. Commandos and Assaults need some extra attention to provide them with uniqueness in light of how much the nature of their roles currently overlap. As noted eWar needs it's own work which directly impacts everyone (arguably more heavily scouts as infiltrators).
The one thing that does not need work in the above theoretical game state is that speed and HP are now balanced between all roles, in part because none of the mid range roles - Commando, Assault, Logistics - gain any racial bonuses to Speed or HP. And the outlier roles, Sentinels and Scouts, do not receive any bonuses which mitigate their built in role limits (speed and HP respectively).
It doesn't give us game wide balance on its own, but keeping the ratio clean and intact does at least allow one aspect of balance to be accounted for so that others can be more effectively tuned.
The key to watch out for in all of this is not allowing any sub-aspect of Speed or eHP to become falsely valued at a 1:1 with another aspect just because they are both in the same category. Having high Sta and Sta Regen for example (or good shield delay, and depleted delay) aren't as valuable as base speed, sprint speed, or buffer HP. Because the secondary values like shield delay, are force multipliers on the base values like raw HP, so what they are multiplying matters a great deal.
CPM 1 mail me your feedback and remember to have fun!
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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
16
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Posted - 2015.05.30 17:01:00 -
[663] - Quote
Still no thoughts on the shield recharge delay on calmando or minmando?, i think ill come back later.
Caldari scout bonus sucks but i like to honor my name.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 17:38:00 -
[664] - Quote
New Charts!!!
* Added Scatter Plot for Speed / Max HP * Added Scatter Plot Speed / Max Ferro HP
> Google Doc <
:: tinkers w/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 17:54:00 -
[665] - Quote
Cross Atu wrote:
Assaults gain advantages to damage output, which does nothing to alter the balance of their mid range HP and Speed values
Sort of...? I mean, it's not directly damage and some would argue that some effects (reload speed, which the commando gets anyway and dispersion which some of us are convinced is just a placebo) have little or nothing to do with damage output.
Moreover, we get opportunity for increased combat performance.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.05.30 18:20:00 -
[666] - Quote
Cross Atu wrote: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
Yes and that's what annoys me. We haven't even established a basic design for how things should interact with each other. I'm not a fan of designing five separate things first and then going back to see if they work and fit together. It's backwards. Like making puzzle pieces first and then printing the picture on the pieces after, instead of taking the overall picture and then breaking it up into separate pieces.
Cooking a meal for example, usually starts with the recipe. You don't go and buy ingredients first without a recipe. That what were doing. Were taking the ingredients of the game and balancing them without a recipe for reference. I don't have high hopes for the end result using this method because we don't even know if wee are including all the necessary aspects that we will later want to balance together or how we even want them to interact with each other. |
Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.30 18:20:00 -
[667] - Quote
Aeon Amadi wrote:Cross Atu wrote:
Assaults gain advantages to damage output, which does nothing to alter the balance of their mid range HP and Speed values
Sort of...? I mean, it's not directly damage and some would argue that some effects (reload speed, which the commando gets anyway and dispersion which some of us are convinced is just a placebo) have little or nothing to do with damage output. Moreover, we get opportunity for increased combat performance. As noted in the post you are quoting, as well as many of my posts before it (including a CPM thread dedicated specifically to that very subject) the current Assault bonuses aren't performing as they should and need love.
The post you are quoting is a theoretical game state with the Speed/HP ratio applied. As stated in the post it is not a representation of the current game state. Current Speed and HP values are not properly balance among roles, eWar is not currently functioning in an optimal state, shield vs armor could use a look, the conflicts/overlaps in role between Assault and Commandos would ideally be addressed, racial skills for the logistics, scout, and assault classes could all use improvement for internal role balance alone (and in some cases inter-role balance as well), etc.
The post you are quoting is much more of a conceptual target (with nods to challenges faced in reaching those targets), what it is not is an assessment of how things currently stand.
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 18:30:00 -
[668] - Quote
DeathwindRising wrote:Yes and that's what annoys me. We haven't even established a basic design for how things should interact with each other. I'm not a fan of designing five separate things first and then going back to see if they work and fit together. It's backwards. Like making puzzle pieces first and then printing the picture on the pieces after, instead of taking the overall picture and then breaking it up into separate pieces.
Cooking a meal for example, usually starts with the recipe. You don't go and buy ingredients first without a recipe. That what were doing. Were taking the ingredients of the game and balancing them without a recipe for reference. I don't have high hopes for the end result using this method. I direct you to CCP Rattati's quote below
CCP Rattati wrote:The designs need to make sense, intuitively.
In order of priority, imagine a pyramid Slot progression needs to make sense, within roles and between roles PG/CPU capacity as they relate to slots and their layout HP and Speed are inverse, that's just physics and again intuitive
These 3 principles form the foundation for Dropsuits. While they don't make sense, all the small things on top don't really matter. That's why I am not tackling role bonuses, because the foundation is cracked and not worth building on.
This is not some haphazard thing being slapped together with on concept of how it will interact or ways in which it could fit together but even the best laid plans need iterative execution to see how the details play out. The recipe is as CCP Rattati outlines above
- Slot progression needs to make sense, within roles and between roles
- PG/CPU capacity as they relate to slots and their layout needs to be established in a game wide method
- HP and Speed need to have their naturally inverse relationship properly employed game wide within every role and context
Establishing these things is the recipe, applying detail work is the "cooking" in this context. After all you certainly don't start masuring out amounts of things before you bother to check the labels for what those things are (or without knowing how they effect the flavor of the dish).
PS ~ Total side note, but I actually do start cooking without a recipe all the time, for cooking it can be quite fun, but no dispute that it's poor practice for game design, that's why game wide methods like the OP need to happen.
CPM 1 mail me your feedback and remember to have fun!
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Oswald Rehnquist
1
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Posted - 2015.05.30 18:33:00 -
[669] - Quote
Aeon Amadi wrote:Cross Atu wrote:
Assaults gain advantages to damage output, which does nothing to alter the balance of their mid range HP and Speed values
Sort of...? I mean, it's not directly damage and some would argue that some effects (reload speed, which the commando gets anyway and dispersion which some of us are convinced is just a placebo) have little or nothing to do with damage output.
If assaults end up being faster speed lower ehp than logis, I think assault regen stats could be tweaked to match the faster play style, in that perhaps instead of nearly matching scouts in ewar, they can nearly match scouts the regen (I'm not saying it is or isn't balanced it was just an example)? Since its only ehp speed that is on the curve, the other stats are up for grabs are they not? I mean there is a lot to play around here. Obviously moderate ehp and regen has proven itself in the past.
I can't really think of a simple synchronous unique value for a slower assault. So more of a silly idea on my part, but if the assaults end up being slower than logis, some aspects of the old crusader suits could be added to the assault suits. Doesn't necessarily have to be a racial, but just something on the suit boosts various stats like a fraction increase to various base stats of other assault suits. Could be a tiny fraction that increases the more assaults that are next to each other. Would make assaults very pack like, don't know if it'll be any good though but it would be unique.
Essentially, I guess I'm saying that its only ehp speed thats getting paved, the other stats and or functions are still up for grabs.
Below 28 dB
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 19:33:00 -
[670] - Quote
Oswald Rehnquist wrote:Since its only ehp speed that is on the curve, the other stats are up for grabs are they not? I mean there is a lot to play around here. My thoughts exactly. Nail down the speed / HP model, then tune other stats as needed to ensure that roles remain distinct.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.05.30 19:49:00 -
[671] - Quote
CCP Rattati wrote:Archduke Ferd1nand wrote:Rattati, I beg of you: Adjust eHP instead of speed for assault if they don't fit on the curve. They've needed an HP nerf for a while. Don't screw with their mobility though. That would be like giving the scrambler rifle ridiculous kick or something to balance it, instead of just nerfing the damage a tiny bit.
HP is the problem here, and I can personally promise that. They have so many slots that they can use kincats, is my opinion.
This is an overly-specific discussion to engage in, but there are two comments to raise about kincats:
(1) They only affect sprint speed, which is crucially different than non-sprint speed. Aeon points out that sprint speed doesn't increase strafing speeds (unfortunately an element of tanking), and this also affects mobility given the terrain issues the game experiences.
(2) Low slots aren't equitably important across all racial variants for the obvious reasons. Saying "well slap a kincat on it and then you'll be good!" kinda implies that suits which can spare the low slot automatically fare better in your envisaged new design. That doesn't sound fantastic to me.
Ultimately this reasoning ignores one of the cornerstones of the developing conversation. If assaults need to give up a slot to be "viable" in terms of speed, then assaults' utility vs logi's have to be evaluated with one less low slot attributed to assaults.
Long term roadmap by Aeon Amadi
Have a pony
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.30 20:24:00 -
[672] - Quote
Leither Yiltron wrote:If assaults need to give up a slot to be "viable" in terms of speed, then assaults' utility vs logi's have to be evaluated with one less low slot attributed to assaults. Not arguing against the merit of your concern, but any number of if/then's could be brought up here. Scouts need to run damps, so X. Heavies need to run plates, so Y. None of these arguments detract from Rattati's points on Page 1. Ultimately, if Logis (or Scouts, or Commandos) are out-assaulting Assaults, then other attributes can be tuned until said overlap is corrected.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.05.30 20:36:00 -
[673] - Quote
Adipem Nothi wrote:Leither Yiltron wrote:If assaults need to give up a slot to be "viable" in terms of speed, then assaults' utility vs logi's have to be evaluated with one less low slot attributed to assaults. Not arguing against the merit of your concern, but any number of if/then's could be brought up here. Scouts need to run damps, so X. Heavies need to run plates, so Y. None of these arguments detract from Rattati's points on Page 1. Ultimately, if Logis (or Scouts, or Commandos) are out-assaulting Assaults, then other attributes can be tuned until said overlap is corrected.
I did say it was an overly specific discussion . Chiefly the reason I bothered posting it at all is because I think it's important not to fall into reasoning which attempts to brush problems under the rug out of hand.
Long term roadmap by Aeon Amadi
Have a pony
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.30 20:55:00 -
[674] - Quote
Breakin Stuff wrote:el OPERATOR wrote:
The entire balancing act that exists, that is the product of all the balance/rebalance/nerf/buff of the last several years, which is pretty damn close to being done
ElOperator I can respect most of your opinions, but the entire post you made, especially THIS is either the most naive, or the most DELIBERATELY self-serving post I have EVER seen you make. There's nothing naive about recognizing the progress thats been made, especially in the last 9-12 months, in actually balancing this game and getting it play smoothly (the current connections/latency fiasco notwithstanding). The "self-service" in my post is the point of the post . The statement I'm addressing has been a basis of my perspective and I'm saying so. Now, again. The balance isn't even close to done. I disagree. Its not currently perfect, and theres definitely work to be done BUT the work that has been done so far has in many ways been effective. What were countless variables have become constants. The danger now is in turning constants back into new variables endlessly and because of that the overall gameplay never actually stabilizing and becoming a reliable game to play. We all want people to come, play, enjoy and spend money. Spending money happens most and best when people know what theyre buying. Progression is only balanced if you think that new players are properly intended as stat padding gunfodder. Until new players can remain in areas void of the supertrystompsquads they ARE gunfodder. My understanding of the phenomena is that "This is New Eden". I personally make it a point to not run fullproto fits pubs, advocated for creation of The Academy and even in the recent "Portal Testing" sticky brought up the creation under Special Contracts some sort of non-stat training area.We still have no true balance between shields and armor. It's close but nowhere near resolved. But its close. AV/V is COMPLETELY UNBALANCED. Hm. Despite your capslock I'll take this as what it hopefully is, which is that AV/V is still having its kinks worked out. I don't pilot much, though I'm working on it, so have very little relative input from that perspective, but I do AV. So " COMPLETELY UNBALANCED" as an overall assessment I can't agree with though I won't disagree with it either. Like most orher things tho its definitely been worked on and is in a much better place than it has been before. Room to improve? Sure. The suits do not have equal utility within their class. Why would they? Based on the variety of stats and bonuses the suits are largely worthwhile in some aspects and less so in others, with fitting flexibility allowing for either deeper specialization or broader generalization from the base. The classes do not have equal utility with each other. Same as above, Why whould they? The class utility is the class utility, if you're looking for other utility there're other classes.
Rock, Paper, Scissors. Pick one, and if you lose maybe pick something else.The weapons are completely segregated by utility. If balance was even close to extant all of them would be used more or less equaly. Again, Why would or even should all weapons be being used evenly? Any strategy game I've ever played, from chess to Command and Conquer to Axis and Allies theres never been any expectation that I would use or deploy assets evenly in a 1:1 fashion. My national military doesn't have or use strictly 1 machinegun: 1 ICBM. That we don't have only 16 weapons total with a limit of one type on the field at a time also begs the same question. And the balance you say is almost there is A revolving door of jacked up and screwed. Revolving door that just keeps spinning so long as work achieved becomes work scrapped in favor of work to be achieved that then becomes work scrapped in favor of .........What rattati proposes is to set a baseline, so it can actually be determined what the value ratio between speed and HP actually is. So long as the wiggle strafe is considered a viable tactic because it breaks hit detection, wedwe do not, and NEVER WILL be able to balance ANYTHING. Wiggle strafe being viable because it breaks hit detection is a product of not yet finding a solution to the hit detection issue, not the other way around. And the more rewriting and deeper we go in redrawing stats without fixing hit detection the farther out of that hole we'll have to climb once a hit detection solution occurs. If hit detection (blue shielding) is unsolvable then sure, lets proceed. If its still able to be remedied then that should happen first else we're just trying to level a jenga tower while we bounce it on a trampoline. Every single post telling rattati no has been the most thinly veiled cover for self interest from people who want their top fit to remain the top fit AT ALL COST. This I take as a comment to the slayer/assault community since I primary as a logi and my logis are anything but top fit. And "top fit" in the sense I think you're stating it is far from any "goal" I have for my chosen class. Welcome to the meta tree shaking again. Figure it out and try to help make progress because "this far and no farther" battle cries from people who enjoy a position of ability to at-will trash the majority of the playerbase through use of abundant resources and near unlimited ability to casually drop proto everything gets rapidly old and uninspiring.
And I guess Welcome to Persistent Role-Playing Universes, where you're big and bad until you round the corner and find someone bigger and badder than you.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.30 21:12:00 -
[675] - Quote
el OPERATOR wrote:el OPERATOR wrote:[quote=el OPERATOR]
...
SlayerLogis aren't coming back like you think, never were.
Question about that set of figures that does finally appear on page 17, are those cpu/pg values proposed the final values? Pre-skills values? And 10% fitting on eq, that is also in addition to existing logi bonuses, correct? Are eq load costs going to be modified at all? Are those eq bonuses going to be flat or racially varied? I've kept up on the logistics/support thread and recognize much of this stemming from there so definitley see the progress but the last 20 pages is resteering us into overall wash territory at risk of nerfs.
30 some odd pages now.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.30 22:16:00 -
[676] - Quote
Ghost Steps wrote:Still no thoughts on the shield recharge delay on calmando or minmando?, i think ill come back later.
Additional slot creates opportunity for additional regen capability?
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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Devadander
Woodgrain Atari
297
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Posted - 2015.05.30 22:32:00 -
[677] - Quote
Please. Please. PLEASE. PLEASE!
Calmando 3/2 at proto.
Calsent at proto is 4/1, make the commando different, can be the logical argument.
I use these suits religiously already, a 3/2 slot count would enable Calmando to command respect at last.
Please.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.30 22:50:00 -
[678] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. This is going to exacerbate the extant problem, sir. I respectfully request that you not actively provide avenues for people to exploit the hit detection in the game. This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary. I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that this is the primary and most successful "tactic" it shows that strafe speed is a problem. Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game. This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server. Nono, it just means, I have the means to always have assault and scouts have the highest strafe speed, regardless of walking/running speeds. Wouldn't that eventually end up in situations where assaults strafe faster than they walk forward? Or do you mean things like nerf walk speed 10% and reduce the strafe speed multiplier by 10%?
Whirly gun make much thunder! - Victor
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.05.31 04:37:00 -
[679] - Quote
Breakin Stuff wrote:CCP Rattati wrote:When assault is worrying about it's speed, let's be honest. Is it about the run-strafe speed. Because I see assault players saying
"I will trade run for sprint any day of the week" even though fast sprinting should get you in and out of combat situations and be better.
We can have dynamic strafe speeds as well, so assault can be slower than logi, sprint faster, and still have superior strafe speed. This is going to exacerbate the extant problem, sir. I respectfully request that you not actively provide avenues for people to exploit the hit detection in the game. This is first, last and all reasons in between why strafing is the most important consideration. Heimdallr69 copped to as much when I called them out on it. All of the others who are crying about the change have studiously ignored my commentary. I have repeatedly tried to bring this to light, as it is easy to use and provably effective. The fact that this is the primary and most successful "tactic" it shows that strafe speed is a problem. Being rewarded for standing in the open and juking back and forth two meters rapidly is quite frankly nonsensical, especially when it is MOST effective within the optimal ranges of the most destructive CQC weapons in the game. This is how a calassault duels a heavy and doesn't take more than a quarter of their shields while utterly destroying his opponent at 20m versus a boundless HMG. This is not "skill" it is a mechanical failure on the part of either the client or the server.
It's a reality of how the game plays. Until something changes in that ecosystem it's silly to try to stuff our fingers in our ears and go "lalalala" about the consequences of the mechanics.
Long term roadmap by Aeon Amadi
Have a pony
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.31 10:02:00 -
[680] - Quote
>Google Doc<
Each model now includes base movement and sprint charts for the following loadout scenarios:
* Base HP (No Shields, No Plates) * Max Ferro HP (Max Shields, Max Ferro Plates) * Max HP (Max Shields, Max Complex Plates)
Additionally, R-¦ values are now displayed for each speed/hp curve!
Regression Summary
Overall (Sum of R-¦) 93.4% - Rattati's Prototype (5.602) 93.3% - Aeon's? (5.6) 93.2% - Heim's (5.594) 93.2% - Adipem's (5.59) 92.3% - Red's (5.536) 91.5% - Haerr's (5.49) 91.4% - Varoth's (5.482) 87.8% - Ripley's (5.269) 87.2% - Booby's (5.229) 87.1% - Spero's (5.224) 86.3% - Thokk's (5.178) 84.5% - Rattati's +/- 0.3 (5.068) 76.4% - Current (4.582)
Base HP (R-¦ Movement, R-¦ Sprint) 96.9% - Heim's (0.969,0.969) 96.3% - Red's (0.963,0.963) 95.1% - Adipem's (0.951,0.951) 94.7% - Varoth's (0.947,0.947) 93.7% - Aeon's? (0.937,0.937) 93.1% - Rattati's Prototype (0.931,0.931) 93% - Thokk's (0.93,0.93) 91.6% - Haerr's (0.916,0.916) 91.35% - Booby's (0.949,0.878) 90.65% - Ripley's (0.949,0.864) 90.1% - Spero's (0.851,0.951) 87.95% - Rattati's +/- 0.3 (0.95,0.809) 82.5% - Current (0.825,0.825)
Max Ferro HP (R-¦ Movement, R-¦ Sprint) 95.3% - Rattati's Prototype (0.953,0.953) 95.1% - Aeon's? (0.951,0.951) 93.3% - Adipem's (0.933,0.933) 92.9% - Haerr's (0.929,0.929) 92.1% - Heim's (0.921,0.921) 90.7% - Varoth's (0.907,0.907) 90.2% - Red's (0.902,0.902) 87.6% - Ripley's (0.938,0.814) 86.7% - Spero's (0.802,0.932) 85.95% - Booby's (0.919,0.8) 83.85% - Rattati's +/- 0.3 (0.918,0.759) 83.2% - Thokk's (0.832,0.832) 74.2% - Current (0.742,0.742)
Max HP (R-¦ Movement, R-¦ Sprint) 91.7% - Rattati's Prototype (0.917,0.917) 91.2% - Aeon's? (0.912,0.912) 91.1% - Adipem's (0.911,0.911) 90.7% - Heim's (0.907,0.907) 90.3% - Red's (0.903,0.903) 90% - Haerr's (0.9,0.9) 88.7% - Varoth's (0.887,0.887) 85.2% - Ripley's (0.913,0.791) 84.4% - Spero's (0.778,0.91) 84.15% - Booby's (0.898,0.785) 82.7% - Thokk's (0.827,0.827) 81.6% - Rattati's +/- 0.3 (0.898,0.734) 72.4% - Current (0.724,0.724)
Note: Max Ferro and Max HP curves assumes each Commando receives +1 low slot.
Shoot scout with yes. - Ripley Riley (for CPM2)
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.31 16:13:00 -
[681] - Quote
I'd like to say that I am fine with the proposed plan of nerfing assault base speed while keeping the sprint and strafe speeds he safe (as Rattati stated he wanted to do). I might hate it when its out, but I'm willing to at least give it a try.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.31 16:16:00 -
[682] - Quote
Adipem Nothi wrote:> Google Doc < Each model now includes base movement and sprint charts for the following loadout scenarios: * Base HP (No Shields, No Plates) * Max Ferro HP (Max Shields, Max Ferro Plates) * Max HP (Max Shields, Max Complex Plates)Additionally, R-¦ values are now displayed for each scenario's speed/hp curve! In essence, the closer the R-¦ value is to 1, the tighter the data fit the curve.
R-¦ Rankings Base HPRanking - Model Name (R-¦ Movement, R-¦ Sprint)96.9% - Heim's (0.969,0.969) 96.3% - Red's (0.963,0.963) 95.1% - Adipem's (0.951,0.951) 94.7% - Varoth's (0.947,0.947) 93.7% - Aeon's? (0.937,0.937) 93.1% - Rattati's Prototype (0.931,0.931) 93% - Thokk's (0.93,0.93) 91.6% - Haerr's (0.916,0.916) 91.35% - Booby's (0.949,0.878) 90.65% - Ripley's (0.949,0.864) 90.1% - Spero's (0.851,0.951) 87.95% - Rattati's +/- 0.3 (0.95,0.809) 82.5% - Current (0.825,0.825) Max Ferro HPRanking - Model Name (R-¦ Movement, R-¦ Sprint)95.3% - Rattati's Prototype (0.953,0.953) 95.1% - Aeon's? (0.951,0.951) 93.3% - Adipem's (0.933,0.933) 92.9% - Haerr's (0.929,0.929) 92.1% - Heim's (0.921,0.921) 90.7% - Varoth's (0.907,0.907) 90.2% - Red's (0.902,0.902) 87.6% - Ripley's (0.938,0.814) 86.7% - Spero's (0.802,0.932) 85.95% - Booby's (0.919,0.8) 83.85% - Rattati's +/- 0.3 (0.918,0.759) 83.2% - Thokk's (0.832,0.832) 74.2% - Current (0.742,0.742) Max HPRanking - Model Name (R-¦ Movement, R-¦ Sprint)91.7% - Rattati's Prototype (0.917,0.917) 91.2% - Aeon's? (0.912,0.912) 91.1% - Adipem's (0.911,0.911) 90.7% - Heim's (0.907,0.907) 90.3% - Red's (0.903,0.903) 90% - Haerr's (0.9,0.9) 88.7% - Varoth's (0.887,0.887) 85.2% - Ripley's (0.913,0.791) 84.4% - Spero's (0.778,0.91) 84.15% - Booby's (0.898,0.785) 82.7% - Thokk's (0.827,0.827) 81.6% - Rattati's +/- 0.3 (0.898,0.734) 72.4% - Current (0.724,0.724) Overall RankingRanking - Model Name (Sum of R-¦)93.4% - Rattati's Prototype (5.602) 93.3% - Aeon's? (5.6) 93.2% - Heim's (5.594) 93.2% - Adipem's (5.59) 92.3% - Red's (5.536) 91.5% - Haerr's (5.49) 91.4% - Varoth's (5.482) 87.8% - Ripley's (5.269) 87.2% - Booby's (5.229) 87.1% - Spero's (5.224) 86.3% - Thokk's (5.178) 84.5% - Rattati's +/- 0.3 (5.068) 76.4% - Current (4.582) * Ranking (%) = (R-¦ Movement + R-¦ Sprint) / Maximum (2) * Overall Ranking (%) = Sum of All R-¦ / Maximum (6)
Note: Max Ferro and Max HP curves assumes Commandos receive +1 Low Slot. Caveat: Each model's Speed/HP curves are currently derived from that model's data. We've established that an inverse, exponential relationship should exist between Speed and HP, but we've yet to determine/define the optimal Speed/HP curve. In other words, we don't have an ideal curve to plot data against; the curves you see in the graphs and the R-¦ rankings above -- while fun for spitballing and comparison -- are not necessarily "correct" as they are not fit against the ideal. How hard would it be to break strafe speed out into its own category? A lot of the feedback I've encountered thus far seems to indicate that (quite possibly in light of the hit detection currently present) strafe is valued higher than broader forms of mobility. CCP Rattati has mentioned it can be tuned independently, and if it remains the overly potent compared to the others it may well need to be tuned independently of them (likely with a universal down trend on the game wide average if it's effects so deeply feed the ability to wiggle dance ones way into 'bullet time' like resistance to incoming fire).
I would be very interested to see how the proposed methods stack up and/or are altered by their advocates if the assumption "no class will possess enough strafe speed to wiggle dance post changes" is added to the overall evaluation framework.
Thanks for building and maintaining all these sheets o7
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 - 2015.05.31 16:29:00 -
[683] - Quote
Cross Atu wrote: 1. How hard would it be to break strafe speed out into its own category? 2. Thanks for building and maintaining all these sheets o7
1. Strafe Speed is a constant at 0.9 movement. If added to these graphs, strafe values for each scenario would appear directly below the movement values (mirroring them perfectly). To answer your question, not hard. But arguably not necessary, unless you have variable values in mind you'd like to see modeled.
2. NP! (I'm having a blast).
Shoot scout with yes. - Ripley Riley (for CPM2)
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.05.31 16:32:00 -
[684] - Quote
Adipem you running for cpm?
Removed inappropriate content - CCP Logibro
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.31 16:37:00 -
[685] - Quote
Adipem Nothi wrote:Cross Atu wrote: 1. How hard would it be to break strafe speed out into its own category? 2. Thanks for building and maintaining all these sheets o7
1. Strafe Speed is a constant at 0.9 movement. If added to these graphs, strafe values for each scenario would appear directly below the movement values (mirroring them perfectly). To answer your question, not hard. But arguably not necessary, unless you have variable values in mind you'd like to see modeled. 2. NP! (I'm having a blast). My variable value that I'd like to see is low enough it cannot be employed to break hit detection sadly I'm not sure how I'd reach actual raw numbers for that. It does seem clear - or at the very least likely - that said values are sitting at too high a game wide average at present, but what the translation for that is (i.e. how far they'd need pulled back) I don't have the data to say.
I am interested however what the authors of some of the proposals would see as needed to keep the conceptual fidelity of their ideas sound assuming a lower game wide strafe modifier, say back at Chrome levels of 0.6 (that was it wasn't it?) as that's something we've at least had in the game (granted in a notably different context on a number of fronts).
Would love input on the subject of how an actionable modifier value could be reached, and of course from the various method authors about what - if any - changes they would like to see to their method should a strafe modifier shift be instituted game wide.
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 - 2015.05.31 16:51:00 -
[686] - Quote
Heimdallr69 wrote:Adipem you running for cpm? No chance, Heim. Wife and I have our first kid on the way (due September).
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 - 2015.05.31 16:57:00 -
[687] - Quote
Adipem Nothi wrote:Heimdallr69 wrote:Adipem you running for cpm? No chance, Heim. Wife and I have our first kid on the way (due September). Congrats, and I wish you the very best of fortune as you embark on your voyage into the lands of #WhatTheKittenIsSleepAnyway?
CPM 1 mail me your feedback and remember to have fun!
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.05.31 16:58:00 -
[688] - Quote
Adipem Nothi wrote:Heimdallr69 wrote:Adipem you running for cpm? No chance, Heim. Wife and I have our first kid on the way (due September). Nicee, would have voted for you =ƒÿâ
Removed inappropriate content - CCP Logibro
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.05.31 18:16:00 -
[689] - Quote
someone photoshop a baby with a calscout helmet with NKs in a cradle and Call it the Nothi-spawn.
NOW!
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.31 18:34:00 -
[690] - Quote
Variable across class strafe tuning for balance would probably have to be determined relative to weapon dispersion, dispersion that would be relative to distance between the weapon and the dancer. Thats a huge pit of calculation that would still probably never get worked out enough to work right.
If strafe speeds are serparately tunable from other speeds, and point in tuning them is to not have them able to break detection then then maybe the best course would be to remove its direct correlation to the other suit speeds and just make it an equal value across all the frames. Movement, sprint, stam etc will all be different but strafing is all at the same speed and is fast enough to be used (regular side-strafing/circling should stay) but slow enough that it doesnt break detection (the wiggle dance disappears).
If anything, the wiggle dance should get you killed faster since you're wiggling into dispersion spread.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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