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Thread Statistics | Show CCP posts - 31 post(s) |
Ghost Steps
G0DS AM0NG MEN New Eden's Heros
18
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Posted - 2015.05.31 18:59:00 -
[691] - Quote
el OPERATOR wrote:Ghost Steps wrote:Still no thoughts on the shield recharge delay on calmando or minmando?, i think ill come back later.
doesnt Additional slot creates opportunity for additional regen capability?
Not directly, particularly the calmando which (most likely) will get just 1 high additional high module that doesnt affect their regen speed directly but amount, healiing 20 (or 29 with a proto recharge module) isnt enough in my experience.
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 - 2015.05.31 21:24:00 -
[692] - Quote
KAGEHOSHI Horned Wolf wrote: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. I could be mistaken, but I don't believe that Rattati has proposed this as an option. All suits presently have a universal 1.4 sprint multiplier and a universal 0.9 strafe multiplier. If Assault base movement is decreased, both of these multipliers would have to be increased for Assaults to maintain their current strafe and sprint speeds. As I understand it, this is technically possible, but I don't believe that it has been proposed.
What exactly would it accomplish?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.31 21:35:00 -
[693] - Quote
Cross Atu wrote: 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.
My two cents: Best not to tweak too many mechanics at once.
As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks may compound which will make any necessary troubleshooting/tuning more difficult.
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 - 2015.06.01 00:36:00 -
[694] - Quote
Adipem Nothi wrote:Cross Atu wrote: 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.
My two cents: Definitely up for tweaking mechanics, but it might be best to tweak one at a time. As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks could compound, making troubleshooting and finetuning more difficult. Totally in support of iterative balance changes.
That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game.
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 - 2015.06.01 01:31:00 -
[695] - Quote
Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: 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.
My two cents: Definitely up for tweaking mechanics, but it might be best to tweak one at a time. As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks could compound, making troubleshooting and finetuning more difficult. Totally in support of iterative balance changes. That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game. I agree with your reasoning, but I still have a few reservations ...
1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame?
2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process.
3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing.
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 - 2015.06.01 03:55:00 -
[696] - Quote
Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: 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.
My two cents: Definitely up for tweaking mechanics, but it might be best to tweak one at a time. As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks could compound, making troubleshooting and finetuning more difficult. Totally in support of iterative balance changes. That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game. Completely agree with your reasoning, but I still have a few reservations ... 1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame? 2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process. 3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing. My two cents, of course :-) I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic.
After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were.
CPM 1 mail me your feedback and remember to have fun!
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.06.01 04:53:00 -
[697] - Quote
CCP Rattati wrote:Booby Tuesdays wrote:CCP Rattati wrote:Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role... I am not worried about killer bees. sprint and strafe speeds are just multipliers off of movement speed, so all go up. Coolio. Have you considered forcing all equipment slots to be filled to make a valid fit? I have, but that will be a later part when I am balancing the same powercore for assaults and logistics.
A much more elegant solution is: to make Logi Eq bonus a BIG fitting bonus. something like -50% or -75%. Also, at the same time nerf PG+CPU for logis.
That would make it practical to fill those minimal cost Eq slots.
A fixed role bonus, perhaps?
KERO-TRADER is my official Eve character for Dust trading.
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.06.01 05:02:00 -
[698] - Quote
KEROSIINI-TERO wrote:CCP Rattati wrote:Booby Tuesdays wrote:CCP Rattati wrote:Booby Tuesdays wrote:The Min Logi getting its first ever buff? Logi suits and Commando suits, my two primary play styles, are getting a buff? I never thought I would see the day!!!
Is the Logi speed buff for movement speed only, or sprint speed as well? Will Logis move faster, but Assaults sprint faster?
The Slayer Logi QQ is expected, but you are seriously nerfing yourself by trying to make a Logi perform an Assaults role... I am not worried about killer bees. sprint and strafe speeds are just multipliers off of movement speed, so all go up. Coolio. Have you considered forcing all equipment slots to be filled to make a valid fit? I have, but that will be a later part when I am balancing the same powercore for assaults and logistics. A much more elegant solution is: to make Logi Eq bonus a BIG fitting bonus. something like -50% or -75%. Also, at the same time nerf PG+CPU for logis. That would make it practical to fill those minimal cost Eq slots. A fixed role bonus, perhaps? I've suggested the same, one drawback with it is that to accomplish the goal even with the raised role bonus it nearly requires that the base CPU/PG cost of equipment be raised. Which could be fine as it would define the support role more clearly (somewhat like scouts with cloaks) but it is a much larger consideration in it's implication and not to be done too lightly.
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 - 2015.06.01 08:06:00 -
[699] - Quote
Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: Totally in support of iterative balance changes.
That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game.
Completely agree with your reasoning, but I still have a few reservations ... 1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame? 2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process. 3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing. My two cents, of course :-) I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were. I'd personally approach it the other way around. Let's take the case of the MN Assault, for example ...
Say we start by reducing the strafe multiplier until the MN Assault is beyond wiggle range. Its movement speed to hitpoint ratio will remain unchanged. Its position in relation to the speed/hp curve will remain unchanged. If we later fit all suits to a speed/hp curve, MN Assault movement speed would very likely be reduced, even though its wiggling is no longer at issue.
If, on the other had, we begin by fitting all suits to a speed/hp curve, MN Assault movement speed would very likely be reduced, and it would become less good at wiggling. If a strafe adjustment from 0.9 is still needed, it will likely be a lesser adjustment than the one needed in the previous scenario.
TL;DR: If my thinking is correct, the speed/hp curve would not be shifted by tweaking the strafe multiplier. Further, we'd likely get away with a lesser adjustment to the strafe multiplier if we begin by first drawing the extremes in closer to the curve.
(spitballing here ... hope this makes sense)
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
934
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Posted - 2015.06.01 09:42:00 -
[700] - Quote
There is another potential solution to nerfing assault speed/hp.
Set the speed / hp curve (line) to run through current assault values and current sentinel value.
Buff the hp / speed of other classes up to the line. Most likely resulting in buffing scout base hp, as hit detection doesn't like them being faster than they are now, and buffing commando movement, to stop them overlapping with sentinels.
Now, this would obviously make scouts OP. So the next thing to do is normalise other stats and define gains and sacrifices, such as EWAR and slots.
So, for example. Give all suits equal shield and armour regen, stamina, stamina regen, EWAR and module slots (maintaining variation between races).
Now, trade scout mod slots for EWAR, stamina and the cloak / extra equipment slot. Trade logi sidearm and stamina for equipment. Keep assault and logi EWAR as it is now. Trade commando grenade, EWAR and mod slots for two light weapon slots. Trade sentinel EWAR, mod slots and stamina for heavy weapons.
Keep current bonuses.
Net result: All suits on hp / speed curve. Assaults stay the same. Scouts gain hp, loose regen. Commandos and logis gain speed and regen. Sentinels gain regen.
Only potential issue I see, would be OP logis. Perhaps they could make another trade. Maybe regen. |
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.01 12:40:00 -
[701] - Quote
Varoth Drac wrote:There is another potential solution to nerfing assault speed/hp.
Set the speed / hp curve (line) to run through current assault values and current sentinel value.
Buff the hp / speed of other classes up to the line. Most likely resulting in buffing scout base hp, as hit detection doesn't like them being faster than they are now, and buffing commando movement, to stop them overlapping with sentinels.
Now, this would obviously make scouts OP. So the next thing to do is normalise other stats and define gains and sacrifices, such as EWAR and slots.
So, for example. Give all suits equal shield and armour regen, stamina, stamina regen, EWAR and module slots (maintaining variation between races).
Now, trade scout mod slots for EWAR, stamina and the cloak / extra equipment slot. Trade logi sidearm and stamina for equipment. Keep assault and logi EWAR as it is now. Trade commando grenade, EWAR and mod slots for two light weapon slots. Trade sentinel EWAR, mod slots and stamina for heavy weapons.
Keep current bonuses.
Net result: All suits on hp / speed curve. Assaults stay the same. Scouts gain hp, loose regen. Commandos and logis gain speed and regen. Sentinels gain regen.
Only potential issue I see, would be OP logis. Perhaps they could make another trade. Maybe regen.
Added Model: Varoth's 2nd
Parameters: * Hold Assault and Heavy speed and hp constant. * Fit Logis, Scouts and Commandos to the curve. * Do not increase Scout speed.
Note: Not sure whether or not you intended to alter slot count; please advise. Let me know if you'd like to see any other tweaks.
My two cents: Ignoring all else, the first thing that comes to mind is that we're moving several units into what is likely wiggle's optimal bounds, the speed:hp ratio presently occupied by the MN Assault.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.01 12:47:00 -
[702] - Quote
Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: 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.
My two cents: Definitely up for tweaking mechanics, but it might be best to tweak one at a time. As I see it, a normalized speed/hp curve should be field tested and tuned (if necessary) prior to the introduction of other big changes. If we tweak too many mechanics at one time, the effects of those tweaks could compound, making troubleshooting and finetuning more difficult. Totally in support of iterative balance changes. That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game. Completely agree with your reasoning, but I still have a few reservations ... 1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame? 2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process. 3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing. My two cents, of course :-) I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were.
Came up with a different perspective after giving this more thought last night. What if Max Survivability was not a function of Speed to HP, but was rather a more specific function of Strafe Speed to HP? Further, what if there were a "sweet spot" on the grid, a datapoint at and beyond which wiggle is optimized?
Putting together another spreadsheet as we speak ...
:: tinkering ::
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.01 13:00:00 -
[703] - Quote
Note: Fixed error in "Current Model".
Incorrect State: In all models (including "Current Model"), Commando Max Ferro and Max HP plots assumed +1 Low Slot.
Corrected State: In all models except "Current Model", Commando Max Ferro and Max HP plots assumed +1 Low Slot. "Current Model" is intended to exactly portray the present state of play.
Results: Model "Current" - R-¦ Base Hitpoints / Speed - Unchanged Model "Current" - R-¦ Max HP w/Ferro / Speed - 0.742 ---> 0.667 Model "Current" - R-¦ Max HP / Speed - 0.724 ---> 0.586
Shoot scout with yes. - Ripley Riley (for CPM2)
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Varoth Drac
Dead Man's Game
936
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Posted - 2015.06.01 13:30:00 -
[704] - Quote
Adipem Nothi wrote:Added Model: Varoth's 2ndParameters: * Hold Assault and Heavy speed and hp constant. * Fit Logis, Scouts and Commandos to the curve. * Do not increase Scout speed. Note: Not sure whether or not you intended to alter slot count; please advise. Let me know if you'd like to see any other tweaks.
My two cents: Ignoring all else, the first thing that comes to mind is that we're moving several units into what is likely wiggle's optimal bounds, the speed:hp ratio presently occupied by the MN Assault. Sigh, you have a point. Wiggle probably means the curve needs to be flatter.
I'm thinking more and more, that back when Cal logis were FOTM in uprising 1.0, if CCP had just nerfed complex shield extenders instead of buffing armour etc, most of the balancing issues we've had to deal with would not have occurred. |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.01 15:34:00 -
[705] - Quote
Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote: Completely agree with your reasoning, but I still have a few reservations ...
1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame?
2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process.
3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing.
My two cents, of course :-)
I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were. Came up with a different perspective after giving this more thought last night. What if Max Survivability was not a function of Speed to HP, but was rather a more specific function of Strafe Speed to HP? Further, what if there were a "sweet spot" on the grid, a point beyond which wiggle works best? Putting together another spreadsheet as we speak ... :: tinkering ::
Assumption: There exists a wiggle "sweet spot" ... a ratio of Strafe Speed to HP beyond which returns optimal wiggle and/or strafe performance.
* Units at or beyond this point tend to be hardest to hit * Units at or beyond this point are sufficiently durable to withstand getting hit * Units at or beyond this point make for the best slayer platforms * Units at or beyond this point have the potential to become OP/FoTM
New Google Doc!
Let's start by looking at past and present FoTM. Under "Current (0.9)" we find the MN Assault with base hitpoints of 500 and 4.77 m/s strafe speed. As this unit is presently the best wiggler and OP/FoTM, we can assume the wiggle "sweet spot" is located somewhere around it. To be safe, we'll pick the bounds of 500HP and 4.50 m/s strafe. If these bounds are correct, the chart on the right of "Current (0.9)" shows all units with the potential to be become great wigglers. There we find 8 units, including present OP/FoTM (today's Assaults), as well as past OP/FoTM (uparmored Scouts).
Now let's look at "Rattati's Prototype (0.9)". We've effectively fit all units to a speed/hp curve. The chart on the right, however, still shows that we have 7 units in range of the wiggle "sweet spot". All else held constant, these units arguably have the potential to be become great wigglers.
TL;DR: If these assumptions are true, you may be onto to something, Cross. If we rolled out a reduction to strafe speed first, we might avoid a slayer migration.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.01 16:22:00 -
[706] - Quote
Adipem Nothi wrote:Came up with a different perspective after giving this more thought last night. What if Max Survivability was not a function of Speed to HP, but was rather a more specific function of Strafe Speed to HP? Further, what if there were a "sweet spot" on the grid, a point beyond which wiggle works best? Putting together another spreadsheet as we speak ... :: tinkering ::
Very good observation. You are on to something.
Know what cannot be known.
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Varoth Drac
Dead Man's Game
936
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Posted - 2015.06.01 16:33:00 -
[707] - Quote
Defence is a function of hp multiplied by strafe speed and hitbox size.
If you calculate ferro tanked hp, multiplied by strafe speed you get a approximation of each suit's overall defence. Unfortunately I don't have access to hitbox size, so we'll have to leave that out for now.
What's interesting here is the the only suit with higher defence (ignoring hitbox) than the Min assault, is the Min sentinel. All other suits have lower defence. Taking hitbox into account would certainly push the sentinel below the assault. |
Varoth Drac
Dead Man's Game
937
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Posted - 2015.06.01 18:18:00 -
[708] - Quote
I made my own spreadsheet!
Dropsuit Defence
This shows an approximation of dropsuit defence relative to the Gallente assault. The far right collumn has suits in order from least to most defensive.
I have calculated typical Hp values by using 1/2 of total slots as shields or ferroscales, depending on tanking type. I have approximated hitbox size as 80% for scouts, 100% for mediums, and 120% for heavies. I have approximated sentinel overall damage resistance to be 10%.
Defence has been calculated as being proportional to typical hp, resistance, strafe speed, and inversly proportional to hitbox size.
It's actually not very insightful it turns out. Sentinels are the most defensive, and could be a lot more if tanked up with plates (looking at you Amarr sentinel). Next are assaults, who are quite a lot more defensive than commandos, logis and scout, who all trail behind.
The gap between assaults and the rest (except sentinels), is quite revealing i suppose. |
Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.06.01 20:01:00 -
[709] - Quote
Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote:Cross Atu wrote: Totally in support of iterative balance changes.
That being said, presuming we could hone in on a raw number that falls below the "I can strafe enough to break hit detection" threshold, I would personally prioritize that and/or not class it as a balance change at all. It is in my view (which is open for discussion of course) not a balance change so much as a fix as it runs directly converse to players having continuing access to the ability to break basic mechanics of the game.
Completely agree with your reasoning, but I still have a few reservations ... 1. If we rolled out two big changes to movement at once, and we didn't like what we ended up with, which change would we blame? 2. If I recall correctly, Aim Assist was introduced and calibrated against 0.9 strafe. There's a possibility that some (or all) weapons might be too good at aiming themselves against a strafe multiplier lower than 0.9. If we reduce the strafe multiplier, Aim Assist may require immediate recalibration, and AA Adhesion values may not be the same one weapon to the next. What seems like as a simple, one variable change (0.9 ---> 0.x) could turn into a multi-variable, protracted process. 3. Reducing strafe speed will negatively impact legitimate strafing. Reducing Assault movement will negatively impact legitimate strafing. Doing both at once could really negatively impact legitimate strafing. My two cents, of course :-) I think you're spot on, and honestly in light of the above reasoning I would heavily lean towards doing the alteration to strafe not only first but post haste so that this conversation we are all having in the thread here could be advised by the effects of a changed strafe mechanic. After all, it should be much easier to hotfix in a changed modifier than debate, consider, and implement a proper game wide speed/hp ratio, no? Besides which, if we arrive at a solid ratio and then alter strafe, what does that do to our ratio? Where as if we alter strafe and then use that to advise a ratio, we won't be doing our work twice as it were. I'd personally approach it the other way around. Let's take the case of the MN Assault, for example ... Say we start by reducing the strafe multiplier until the MN Assault is beyond wiggle range. Its movement speed to hitpoint ratio will remain unchanged, its position on the speed/hp plot will remain unchanged, and its relative distance from speed/hp curve will remain unchanged. If we later fit all suits to a speed/hp curve, MN Assault movement speed would very likely be reduced, even though its wiggling is no longer at issue. If, on the other had, we begin by fitting all suits to a speed/hp curve, MN Assault movement speed would very likely be reduced, and it would become less good at wiggling. If a strafe adjustment from 0.9 is still needed, it will likely be a lesser adjustment than the one needed in the previous scenario. TL;DR: If my thinking is correct, we'd likely get away with a lesser adjustment to the strafe multiplier if we begin by first drawing the extremes in closer to the speed/hp curve. Approaching the problem from the other direction (in my estimation) runs greater risk of over correction. (spitballing here ... hope this makes sense) If we're going that route we wouldn't be adjusting based on the Min Assault we'd be taking the highest movement suit in the game and moving it's speed downward until it no longer was able to "use the wiggle" as it were. Altering the Min Assault doesn't actually change that one way or the other as the Min may be an outlier within the Assault role but it is not the fastest suit on offer in a game wide context.
So we can look to the scout racial suits (they are still faster than the Min Assault at base, no?) and ask "can they move at strafe speeds that break hit detection?" if the answer is "yes" as last I knew it most certainly was, then the adjustment of strafe values downwards is needed regardless of the position of the Min Assault relative to other assaults or medium frames.
I support the curve, but no suit should be able to wiggle it's way through damage which means that the highest strafe value in the game, regardless of what suit it is attached too or where that suit falls on the hp/speed curve, needs to be below the threshold of 'wiggle power'. And since the curve by it's very nature will have a suit or two that comprise it's far end speed values, those values must be blow our "no wiggle" number, regardless of the ratios established for the curve.
So while yes, if we were to aim the wiggle reduction at the assault suits it would be ineffective and problematic, that wouldn't be the proper method as we need to focus "max wiggle" on the fastest suit(s) in the game and move downwards from there accordingly within the speed/hp curve. After all, no matter what speed to HP ratio is ultimately applied we don't want any suit with the ability to break the hit detection.
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 - 2015.06.01 21:02:00 -
[710] - Quote
Adipem Nothi wrote:Came up with a different perspective after giving this more thought last night. What if Max Survivability was not a function of Speed to HP, but was rather a more specific function of Strafe Speed to HP? Further, what if there were a "sweet spot" on the grid, a point beyond which wiggle works best? Putting together another spreadsheet as we speak ... :: tinkering ::
Interested to see what you come up with
Personally I think the wiggle gives strafe too much potency relative to other attributes (both speed and HP) and needs to be pulled back to where it is no longer able to break hit detection for any role at any level. Avoiding fire via tactical movement such as use of cover, flanking, and removal of ones self from fire zones in response to danger, those are all great. The ability to stand in the open (or anywhere else) and not take damage as if one is living in a Bugs Bunny cartoon, that's not great (nor is it intended function AFAIK) and shouldn't be balanced around because it is likely to be removed as soon as method/means to do so is attained.
If the Min Assault is potent not because of the ratio of speed to HP that it has, but rather because of the ratio of ability to strafe break hit detection while having enough tank to absorb stray shots that it has, then that's not something to balance around that's something to fix. After which actual speed to HP balance should be assessed.
New Eden may be a future scifi world, but it is not the Matrix, and we may have "Neo" proto suits but that doesn't mean any suit should be able to dodge bullets the way he can
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 - 2015.06.01 21:17:00 -
[711] - Quote
Adipem Nothi wrote:Assumption: There exists a wiggle "sweet spot" ... a ratio of Strafe Speed to HP beyond which optimal wiggle and/or strafe performance is returned. * Units at or beyond this point tend to be hardest to hit * Units at or beyond this point are sufficiently durable to withstand getting hit * Units at or beyond this point make for the best slayer platforms * Units at or beyond this point have the potential to become OP/FoTM
New Google Doc! Let's start by looking at past and present FoTM. Under "Current (0.9)" we find the MN Assault with base hitpoints of 500 and 4.77 m/s strafe speed. As this unit is presently the best wiggler and OP/FoTM, we can assume the wiggle "sweet spot" is located somewhere around it. For simplicity's sake, we'll pick the bounds of 500HP and 4.50 m/s strafe. If these bounds are correct, the chart on the right of "Current (0.9)" shows all units with the mechanical foundation needed to be become great wigglers. There we find 8 units, including today's overperformers (Assaults), as well as yesterday's overperformers (high-hitpoint Scouts). Now let's look at "Rattati's Prototype (0.9)". Here, we've effectively fit all units more tightly to a speed/hp curve, as described on Page 1 of this thread. The chart on the right, however, still shows that we have 7 units in range of the wiggle "sweet spot". All else held constant, these units arguably have the potential to be become great wigglers.
TL;DR: You may be onto to something, Cross. If the above assumptions are true, and we rolled out a reduction to strafe speed first, we might avoid a slayer migration. We also might cure wiggle. Spitballing, of course. Caveat: There isn't necessarily a wiggle "sweet spot", though its as good a theory as any. If there is a wiggle "sweet spot", it isn't necessarily within the bounds described above. I arbitrarily set those bounds to 500 HP / 4.5 strafe to illustrate a point; if a sweet spot exists, these bounds are likely in the ballpark, but they aren't necessarily accurate.
The sweet spot is an interesting notion, I hadn't drawn out considerations quite that far but that's very interesting. Thinking of wiggle as in essence an excessive level of speed tank where speed is used not to avoid situations where damage is applied to you, but rather is improperly used to avoid the damage itself, then obviously it is not a 100% universal so HP does hold an impact in light of the stray shots that could land, or the damage taken in moments before wiggle pattern movement is initiated. The other factor here then is DPS output, because you do not need as much HP to absorb stray shots when your required wiggle time is lower. Thus the higher the DPS output of the suit, and the force projection on that DPS the wider range of 'sweet spot' would apply because the required 'wiggle window' would be lower.
I am far from the most proficient wiggler in the game but even I have been able to do things like wiggle my way through the fire of officer HMGs on Proto Sents - while in my STD Sent with MLT HMG - until I killed them with most of my health intact. To be clear this isn't me dropping in behind the guy and getting him down greatly before he can turn and draw a bead on me, that's valid tactical game play, I'm talking about a heads up gun battle where we're both facing each other and are the only two shooting and no cover is employed or nades thrown... oh, but he did have a logi repping him Things like that, those aren't skill sets, those aren't me being a talented player or him being unskilled, those are broken mechanics that need to be eradicated with extreme prejudice. Or at least, such is my view
CPM 1 mail me your feedback and remember to have fun!
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.02 01:54:00 -
[712] - Quote
A note of concern. There's too much bias toward hp tanking. Rattati mentions an additional slot for commandos. Why?
Are slots only for extenders and plates? Why can't anything other than hp mods be viable or useful? If you're going to add a slot, what are all possible uses of slot and are any of them going to make it otherwise OP?
If caldari commando gets an extra slot, will it be a high slot for hp and damage mods or a low slot for an additional shield regulator for increase regen ability or kincats and cardiac regulators for increased mobility. That's what an additional slot offers.
Rattatis KDR data already shows the the cal commando as the most efficient suit in the game as a sniper platform. Would an additional high slot really be used for an hp mod or to further bolster it's already impressive sniping ability? |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.06.02 02:51:00 -
[713] - Quote
DeathwindRising wrote:A note of concern. There's too much bias toward hp tanking. Rattati mentions an additional slot for commandos. Why?
Are slots only for extenders and plates? Why can't anything other than hp mods be viable or useful? If you're going to add a slot, what are all possible uses of slot and are any of them going to make it otherwise OP?
If caldari commando gets an extra slot, will it be a high slot for hp and damage mods or a low slot for an additional shield regulator for increase regen ability or kincats and cardiac regulators for increased mobility. That's what an additional slot offers.
Rattatis KDR data already shows the the cal commando as the most efficient suit in the game as a sniper platform. Would an additional high slot really be used for an hp mod or to further bolster it's already impressive sniping ability?
Well personally speaking, I want an additional high slot on my Gallente Commando so I could have a damage mod at STD levels.
Also as for forced equipment, it's really not going to do much. People will simply stack on 4 Compact Nanohives and call it a day. It's a crude solution that won't bear the degree of intended results that people want. The only way to properly get the intended effect is through fitting reduction bonuses.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.02 03:14:00 -
[714] - Quote
Pokey Dravon wrote:DeathwindRising wrote:A note of concern. There's too much bias toward hp tanking. Rattati mentions an additional slot for commandos. Why?
Are slots only for extenders and plates? Why can't anything other than hp mods be viable or useful? If you're going to add a slot, what are all possible uses of slot and are any of them going to make it otherwise OP?
If caldari commando gets an extra slot, will it be a high slot for hp and damage mods or a low slot for an additional shield regulator for increase regen ability or kincats and cardiac regulators for increased mobility. That's what an additional slot offers.
Rattatis KDR data already shows the the cal commando as the most efficient suit in the game as a sniper platform. Would an additional high slot really be used for an hp mod or to further bolster it's already impressive sniping ability? Well personally speaking, I want an additional high slot on my Gallente Commando so I could have a damage mod at STD levels.
Also as for forced equipment, it's really not going to do much. People will simply stack on 4 Compact Nanohives and call it a day. It's a crude solution that won't bear the degree of intended results that people want. The only way to properly get the intended effect is through fitting reduction bonuses.
Two highs on gallente would be awesome and scary. I've always thought the gal commando should be a beast of a brawler and that extra damage mod would give a huge punch. Plus, right now cal assault can actaully match it's damage with Ar's by stacking 4 complex damage mods. Kinda dampens the unique feeling of being the best in plasma weapon damage if other race can do it too without bonuses |
Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.02 07:12:00 -
[715] - Quote
As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection.
Know what cannot be known.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.02 11:50:00 -
[716] - Quote
Kaeru Nayiri wrote:As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection. Completely agree.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.02 12:58:00 -
[717] - Quote
Kaeru Nayiri wrote:As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection. Completely agree. Though I'm not sold on a specific multiplier ...
One more graph Google Doc: Strafe Speed Multipliers
Plots strafe speeds at multipliers 0.9x (present) through 0.6x (chromosome). Includes two "baselines" for point of reference. The upper baseline is current MN Assault strafe speed; the lower baseline is current MN Sentinel strafe speed. A few observations ...
* At a strafe multiplier of 0.85, tomorrow's MN Assault (4.51 m/s) would strafe at roughly the same speed as today's MN Logi (4.5 m/s).
* At a strafe multiplier of 0.8, tomorrow's MN Assault (4.24 m/s) would strafe at roughly the same speed as today's GA/CA Logi (4.23 m/s).
* At a strafe multiplier of 0.7, tomorrow's MN Assault (3.71 m/s) would strafe only slightly faster than today's MN Sentinel (3.65 m/s).
* If we implemented Chromosome's sprint multiplier of 0.6, tomorrow's MN Assault (3.18 m/s)would strafe more slowly than today's AM Sentinel (3.29 m/s).
Shoot scout with yes. - Ripley Riley (for CPM2)
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.02 14:08:00 -
[718] - Quote
Adipem Nothi wrote:Kaeru Nayiri wrote:As a minmatar scout, and possibly that highest strafer in the game, I would gladly put my own strafe on the chopping block if it meant the end of the wiggle break-dance. Take it, end it, let the madness just stop.
One day if we get better hit detection, inertia, framerate, or any combination of those, maybe we can bring strafe speeds back up. Until then, nothing is worth buggering up hit detection. Completely agree. Though I'm not sold on a specific multiplier ... One more graph Google Doc: Strafe Speed MultipliersPlots strafe speeds at multipliers 0.9x (present) through 0.6x (chromosome). Includes two "baselines" for point of reference. The upper baseline is current MN Assault strafe speed; the lower baseline is current MN Sentinel strafe speed. A few observations ... * At a strafe multiplier of 0.85, tomorrow's MN Assault (4.51 m/s) would strafe at roughly the same speed as today's MN Logi (4.5 m/s).
* At a strafe multiplier of 0.8, tomorrow's MN Assault (4.24 m/s) would strafe at roughly the same speed as today's GA/CA Logi (4.23 m/s).
* At a strafe multiplier of 0.7, tomorrow's MN Assault (3.71 m/s) would strafe only slightly faster than today's MN Sentinel (3.65 m/s).
* If we implemented Chromosome's sprint multiplier of 0.6, tomorrow's MN Assault (3.18 m/s) would strafe at lower speed than today's AM Sentinel (3.29 m/s).
these are without plates yes? this is good as it lets get a feel for potential changes.
excellent |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.02 14:18:00 -
[719] - Quote
deathwind wrote:
these are without plates yes?
excellent
Correct. These are base values; speeds would be unchanged w/ferroscale.
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 - 2015.06.02 17:14:00 -
[720] - Quote
Pokey Dravon wrote:DeathwindRising wrote:A note of concern. There's too much bias toward hp tanking. Rattati mentions an additional slot for commandos. Why?
Are slots only for extenders and plates? Why can't anything other than hp mods be viable or useful? If you're going to add a slot, what are all possible uses of slot and are any of them going to make it otherwise OP?
If caldari commando gets an extra slot, will it be a high slot for hp and damage mods or a low slot for an additional shield regulator for increase regen ability or kincats and cardiac regulators for increased mobility. That's what an additional slot offers.
Rattatis KDR data already shows the the cal commando as the most efficient suit in the game as a sniper platform. Would an additional high slot really be used for an hp mod or to further bolster it's already impressive sniping ability? Well personally speaking, I want an additional high slot on my Gallente Commando so I could have a damage mod at STD levels.
Also as for forced equipment, it's really not going to do much. People will simply stack on 4 Compact Nanohives and call it a day. It's a crude solution that won't bear the degree of intended results that people want. The only way to properly get the intended effect is through fitting reduction bonuses. Much as I advocate use of fitting bonuses (and I really, really, do) they don't have much "play" when we get down to raw numbers and using them to attain this goal nearly requires a retooling of equipment costs (CPU/PG specifically) upwards to make the total net CPU/PG output simultaneously A) Viable, when fitting a full rack of equipment, and B) strict enough, that it will provide the limiting factor sought.
Based on the various numbers and spot checks I've done if one wants to allow for a proto logi to have proto equipment and proto H/L slots with only standard weapons and assuming the character in question has max skills in everything relevant (including the unlisted bonuses) we're looking at something in the vicinity of ~20% increase on CPU/PG costs for fitting any equipment (aside from the cloak which would be left untouched due to it's scout affinity).
The necessary increase in fittings costs can't get much less than that or the value of the savings form the role bonus - even when double - isn't enough to counter more than a minimal shift in base stats (once we account for the compound loss from a lower amount gained via the basic non-role fittings skills).
I included this concept in my initial proposal in my logistics feedback threat and was met with some resistance, both from players of the support role, and from players who wanted to play another role but provide their own support without a logistics member in their squads. Conceptually I find this possible shift to be useful for providing proper role definition to both medium frames by limiting the logistics potential to be run as a pure slayer without equipment and by limiting the ability of other frames to "self logi" without a higher opportunity cost, but that's not my call to make unilaterally.
CPM 1 mail me your feedback and remember to have fun!
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