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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.06.02 17:25:00 -
[721] - 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. ^all of this
I have the Minmitar Scout, Logistics, Assault, Commando, and Sentinel all in my current fittings. This strafe reduction will hit my match to match play directly, and I still firmly support it.
As Kaeru so aptly put it, let the madness just stop. (with the stated hope that someday down the line we can revisit things, better hit detection in hand, and perhaps rescale speeds at that time)
0.02 ISK
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 - 2015.06.02 17:58:00 -
[722] - 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).
Looking at the raw data, and taking the current Min Assault strafe of 4.77 as too high due to clearly being able to wiggle, and accounting for the Min Scout and it's higher move rate - as the stated goal is to not let any suit break hit detection via wiggle - we're looking at a reduction in modifier game wide down at least to 0.75 which brings the Min Scout to a strafe of ~4.24 that's 0.53 less strafe then the current Min Assault, but we must bear in mind that it is not only the Min Assault that is capable of the wiggle even if they are benefiting greatly from it due to the "sweet spot" effect, and further that in a game state where only 1-2 suits can wiggle they gain an even greater value from it than at present, it seems highly advisable that the opening range for reduction be a minimum of 0.7 with an awareness that it may need to go all the way to do 0.6
Your bullet points above, and their comparative speed values, combined with my own in game testing, I can say categorically that we need to go lower than 0.8 as the Minmitar Logi certainly can wiggle at 4.5 and we'll have to pull the Min Scout down below that range (the Min Logi suit I tested this on had 415 total HP including a basic plate thus lowering it's move below 'out of the box' value for the Min Logi, so I was doing this with a strafe of ~4.4 on a suit with 415 HP so when it comes to "sweet spot" values we want to make sure strafe for our fastest case falls below that. Also worth noting is that I was using an Exile AR and this was on my low SP alt, so far from Max skills or max DPS force projection, all of which obviously expand the bounds of the "sweet spot".)
That being the case we may be best served to simply revert to 0.6 immediately and then assess from there if we have any room to tune upwards again without restoring "wiggle power" to one or more frames.
0.02 ISK
EDIT: One additional point, that STD Sentinel fit that I mentioned earlier, the one I wiggle danced my way through fire in while killing the Proto Sent with the Officer HMG and the attached Logi? The fit I was in was a brick tanked Amarr STD Sentinel, so comparing that with the contextual values you provide on your bullet list underscores yet again how a 0.6 modifier is likely the way to go as a first step and then tune if/as needed from there.
CPM 1 mail me your feedback and remember to have fun!
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Regis Blackbird
DUST University Ivy League
941
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Posted - 2015.06.02 18:09:00 -
[723] - 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.
I wouldn't mind either. Lost a 1vs1 duel with my HMG Sentinel against a Minmatar Assault @ HMG optimal range.
Note: I loose a lot of 1vs1 since I am not the best FPS player, but in this fight the Assault were hardly moving (apart from shaking rapidly back and forth) and were totally out in the open. Unloaded full clip at optimal range... I died and he walked away with ~80% EHP left |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.02 19:15:00 -
[724] - Quote
Operating on gut feel here, but -33% at 0.6x seems too steep and too sudden a drop to me, Cross. Isn't 0.5x the unnaturally sluggish backpedal speed in merc quarters?
If my understand is correct, this multiplier can be set via sever-side hotfix. Even if we ultimately ended up with a very low multiplier, wouldn't it be better to iterate in that direction and monitor effects, rather than jump straight all at once to what might be too much? Just to be safe?
Please note that I'm no friend of wiggle; I've complained about it as much as anyone. I'm simply concerned about potential over correction and unintended consequence.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.06.02 19:33:00 -
[725] - Quote
So here's a data crunch I did in an attempt to answer Pokey's question about creating a unified "mobility" statistic that is a composite of the individual core speed statistics: Speed, sprint speed, strafe speed, stamina pool, and stamina regen. I applied a modification of the process that the National Research Council used to derive their rankings of PhD programs in the United States. It is detailed fairly thoroughly here: http://phds.org/about/ranges .
The short-and-sweet explanation is this:
Methods (1) Data for each role+race combination in the game was collected in the categories of speed, sprint speed, strafe speed, stamina pool, and stamina regeneration
(2) The data was normalized so that the average value of each of the above 5 statistics across the different suits is 0, and its standard deviation is 1. http://www.inside-r.org/r-doc/base/scale . This scaling procedure allows data which may be measured in different units to be compared on a direct, numerical scale in a more appropriate way.
(3) 1000 simulated rankings were generated. To rank the suits, a weighting factor for each of the 5 suits was uniformly randomly selected. Essentially this step assigns importance to each of these categories randomly. Each suit gets a composite score which is the sum its statistics multiplied by the statistics' weighting factor. That is:
Composite = stat_1 * weight_1 + stat_2 * weight_2 + ... + stat_5 * weight_5
And then the suits are ranked with the suit ranked number 1 having the highest composite score (coughMINSCOUTcough)
(4) Since this process was repeated 1000 times, we get distributions of rankings that the suits received
Here are the results: https://i.imgur.com/CqsWYL6.png
Interpretation
Since the weights for each category are randomly selected rather than based on some sort of expert analysis of which speed category is most important, the results don't necessarily convey which suit the population at large would evaluate as the "most mobile". These results do give a good baseline around which to indicate what those numbers could look like, however. They also show off potential "rank bleed" in each suit class. The bigger the range of rankings that a suit receives, the less certain its ranking can really be evaluated to a single number in the hierarchy.
I don't want to bias interpretation too much further. What I will note is that stamina and stamina pool are perhaps "overweighted" insofar as I think that many people would not weight these stats as highly as a random weight would assign compared to the others. Additionally, it's notably just from the raw data that the MinMando + Min Sentinel break the stamina regen curve really drastically. Each of them have 40 stamina regen, with their closest neighbor in the heavy class at 20. To put it in perspective, the Amarr Scout also has 40 stamina regen.
Long term roadmap by Aeon Amadi
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.02 20:07:00 -
[726] - Quote
Leither Yiltron wrote:So here's a data crunch I did in an attempt to answer Pokey's question about creating a unified "mobility" statistic that is a composite of the individual core speed statistics: Speed, sprint speed, strafe speed, stamina pool, and stamina regen. I applied a modification of the process that the National Research Council used to derive their rankings of PhD programs in the United States. It is detailed fairly thoroughly here: http://phds.org/about/ranges . The short-and-sweet explanation is this: Methods(1) Data for each role+race combination in the game was collected in the categories of speed, sprint speed, strafe speed, stamina pool, and stamina regeneration (2) The data was normalized so that the average value of each of the above 5 statistics across the different suits is 0, and its standard deviation is 1. http://www.inside-r.org/r-doc/base/scale . This scaling procedure allows data which may be measured in different units to be compared on a direct, numerical scale in a more appropriate way. (3) 1000 simulated rankings were generated. To rank the suits, a weighting factor for each of the 5 suits was uniformly randomly selected. Essentially this step assigns importance to each of these categories randomly. Each suit gets a composite score which is the sum its statistics multiplied by the statistics' weighting factor. That is: Composite = stat_1 * weight_1 + stat_2 * weight_2 + ... + stat_5 * weight_5 And then the suits are ranked with the suit ranked number 1 having the highest composite score (coughMINSCOUTcough) (4) Since this process was repeated 1000 times, we get distributions of rankings that the suits received Here are the results: https://i.imgur.com/CqsWYL6.pngInterpretationSince the weights for each category are randomly selected rather than based on some sort of expert analysis of which speed category is most important, the results don't necessarily convey which suit the population at large would evaluate as the "most mobile". These results do give a good baseline around which to indicate what those numbers could look like, however. They also show off potential "rank bleed" in each suit class. The bigger the range of rankings that a suit receives, the less certain its ranking can really be evaluated to a single number in the hierarchy. I don't want to bias interpretation too much further. What I will note is that stamina and stamina pool are perhaps "overweighted" insofar as I think that many people would not weight these stats as highly as a random weight would assign compared to the others. Additionally, it's notably just from the raw data that the MinMando + Min Sentinel break the stamina regen curve really drastically. Each of them have 40 stamina regen, with their closest neighbor in the heavy class at 20. To put it in perspective, the Amarr Scout also has 40 stamina regen.
This is definitely interesting, but I don't understand what is being hypothesized or proposed, for that matter.
If we were to assume that there is direct (or causal) relationship between mobility and viability, how might we explain the MinScout's efficiency ranking? Would we not expect it to be at the top of the pile rather than the bottom?
Or am I thinking about this all wrong?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.06.02 20:15:00 -
[727] - Quote
Adipem Nothi wrote:Leither Yiltron wrote:So here's a data crunch I did in an attempt to answer Pokey's question about creating a unified "mobility" statistic that is a composite of the individual core speed statistics: Speed, sprint speed, strafe speed, stamina pool, and stamina regen. I applied a modification of the process that the National Research Council used to derive their rankings of PhD programs in the United States. It is detailed fairly thoroughly here: http://phds.org/about/ranges . The short-and-sweet explanation is this: Methods(1) Data for each role+race combination in the game was collected in the categories of speed, sprint speed, strafe speed, stamina pool, and stamina regeneration (2) The data was normalized so that the average value of each of the above 5 statistics across the different suits is 0, and its standard deviation is 1. http://www.inside-r.org/r-doc/base/scale . This scaling procedure allows data which may be measured in different units to be compared on a direct, numerical scale in a more appropriate way. (3) 1000 simulated rankings were generated. To rank the suits, a weighting factor for each of the 5 suits was uniformly randomly selected. Essentially this step assigns importance to each of these categories randomly. Each suit gets a composite score which is the sum its statistics multiplied by the statistics' weighting factor. That is: Composite = stat_1 * weight_1 + stat_2 * weight_2 + ... + stat_5 * weight_5 And then the suits are ranked with the suit ranked number 1 having the highest composite score (coughMINSCOUTcough) (4) Since this process was repeated 1000 times, we get distributions of rankings that the suits received Here are the results: https://i.imgur.com/CqsWYL6.pngInterpretationSince the weights for each category are randomly selected rather than based on some sort of expert analysis of which speed category is most important, the results don't necessarily convey which suit the population at large would evaluate as the "most mobile". These results do give a good baseline around which to indicate what those numbers could look like, however. They also show off potential "rank bleed" in each suit class. The bigger the range of rankings that a suit receives, the less certain its ranking can really be evaluated to a single number in the hierarchy. I don't want to bias interpretation too much further. What I will note is that stamina and stamina pool are perhaps "overweighted" insofar as I think that many people would not weight these stats as highly as a random weight would assign compared to the others. Additionally, it's notably just from the raw data that the MinMando + Min Sentinel break the stamina regen curve really drastically. Each of them have 40 stamina regen, with their closest neighbor in the heavy class at 20. To put it in perspective, the Amarr Scout also has 40 stamina regen. This is definitely interesting, but I don't understand what is being hypothesized or proposed. If we were to assume that there is direct (or causal) relationship between mobility and viability, how might we explain the MinScout's efficiency ranking? Would we not expect it to be at the top of the pile rather than the bottom? Or am I thinking about this all wrong?
Rank 1 is the "best" score, rank 20 is the "worst". The Minmatar scout is consistently rated highly since it has very high statistics in all the categories mentioned.
Long term roadmap by Aeon Amadi
Have a pony
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.02 20:28:00 -
[728] - Quote
I could've told you the MinScout was highly mobile :-)
But what is your point? Are you proposing we should make it less so for the sake of normalization? It may be an outlier on your mobility scale but it isn't exactly topping performance charts in game. Quite the opposite, in fact. In this case, normalization would likely do more harm than good balance-wise.
Don't mean to detract; just trying to figure out the "why" behind this exercise ...
Shoot scout with yes. - Ripley Riley (for CPM2)
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.06.02 20:42:00 -
[729] - Quote
Adipem Nothi wrote:I could've told you the MinScout was highly mobile :-)
But what is your point? Are you proposing we should make it less so for the sake of normalization? It may be an outlier on your mobility scale but it isn't exactly topping performance charts in game. Quite the opposite, in fact.
Don't mean to detract; just trying to figure out the "why" behind this exercise ...
The why is: I was interested, and wanted to open up some discussion of this particular method. Once we have firm numbers for the new proposal, I can rerun this and see what kind of rank bleed we experience. The sprint speed suggestions indicate that perhaps the assault roles will bleed more into the higher ranks to challenge logistics suits in the new system. In that sense if we see substantial rank bleed in the proposal, we kinda have to conclude that the proposal isn't tying "mobility" overall to eHP. Perhaps this is the more desirable outcome and we can see if realistically the assault suit can attain a similar mobility ranking to logistics suits while logistics suits maintain some of the survivability Rat so desperately wants to inject.
For the record, the ranks just solely by running speed are:
Suit,Rank C-Sc,2 Gal-Sc,2 Am-Sc,5 M-Sc,1 Gal-Ass,6 Am-Ass,9 Cal-Ass,6 M-Ass,4 Am-Log,12 Cal-Log,10 Gal-Log,10 M-Log, 6 Am-Sent,20 M-Com,13 Am-Com,17 Cal-Com,14 Gal-Com,14 Cal-Sent,17 Gal-Sent,17 M-Sent,14
Long term roadmap by Aeon Amadi
Have a pony
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.06.02 21:25:00 -
[730] - Quote
Adipem Nothi wrote:Operating on gut feel here, but -33% at 0.6x seems too steep and too sudden a drop to me, Cross. Isn't 0.5x the unnaturally sluggish backpedal speed in merc quarters?
If my understand is correct, this multiplier can be set via server-side hotfix. Even if we ultimately ended up with a very low multiplier, wouldn't it be better to iterate in that direction and monitor effects, rather than jump straight to what might be too much? Just to be safe?
Please note that I'm no friend of wiggle; I've complained about it as much as anyone. I'm simply concerned about potential over correction and unintended consequence.
Another thought. Wiggle isn't necessarily off or on. Let's assume a unit is presently able to dodge 80% of an incoming bullet stream by wiggling at 0.9x strafe. What percent would that same unit be able to dodge at 0.8x strafe? Still 80%? 40%? 20%? I don't think we can say with certainty. In my mind, this is a good reason to iterate and measure effect. I'm all for iteration, I'd just rather start at a low value - thus being farther removed from breaking mechanics - and tune upwards if able than to tune downwards too little and wait awhile, then tune downwards too little again and wait, etc.
The other asset of a firmer reduction right out of the gate is that if the value of speed is indeed heavily weighted primarily by the value of strafe speed then this would serve to illustrate that point so that we are not building a ratio for speed/hp in a distorted manner by including the value of wiggle in the curve of our ratio.
If we value either aspect, speed or HP too highly due to an improper outlier - the ability of wiggle to increase the value of speed - we run the risk of undercutting entire racial paradigms possibly making the Min and Amarr both unbalanced game wide (whether OP or UP).
We're both clearly seeking redress of the same problems, and we see a lot of the same factors (such as the ability to hotfix the strafe modifier) we just seem to be weighting our concerns a bit differently with regards to priority. One of mine being that if you take the step of making a firm change (no larger than the increase that was made a few builds back) you get a much more clear and stark perspective on how large a portion of the value of speed is composed of strafe speed. Where as if you take baby steps downward then the shift is rather predictably smaller and less illustrative of what weight strafe speed carries compared to other forms of speed.
I believe you are correct in assessing that wiggle is not a purely binary state, i.e. that strafe will hold value in reducing damage even if it is not breaking hit detection (and further that hit detection issues when compounded by aim assist implications are like not a simple yes/no prospect in their implications). Considering that I further think you are correct that we cannot say with certainty what % change yields what game wide result. That is why I've resorted to simple spot checks with on the field testing. If my low SP alt (aprox 7mill SP most of it in logi related skills not combat skills) in a STD logi suit with MLT mods (including a plate) can still meaningfully use wiggle behavior to evade damage then that - to me - indicates it is possessing of too high wiggle ability and by extension too much strafe in the current context. My sentiments on the subject are underscored by the fact that I am far from the most proficient slayer, or wiggler, in the game and thus it's a given that even with the same mechanical stats there will be players who can leverage their value and effect further than I. So while I may not know what % damage is being evaded at each given level of strafe I can say that ~4.4 strafe speed seems to be functionally too high and take a simple step from there to say - if we are to have a curve then the fastest strafe speed needs to be below that 4.4 mark. My STD Quafe Minja for example runs at only 91 HP less than the logi suit in question filling all slots and using only STD mods. And strafes at 0.685 faster than the wiggle ready logi fit. On a scale which caps out slightly over 5 that 0.685 is substantial and even considering the tightening of the sweet spot based on the loss of that 91 HP we're still looking at a substantial reduction to pull it out of wiggle range and I just don't see shifting the current mod by down from 90% to 80% even being in the running when it comes to that.
I am of course open, as always, to further discussion on the topic. o7
CPM 1 mail me your feedback and remember to have fun!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.06.03 03:03:00 -
[731] - Quote
Leither Yiltron wrote:Pretty Graphs
Really fascinating stuff. You can tell that Stamina is pretty powerful in this model since the Amarr seem to have a higher ranking than Caldari and Gallente, but the Minmatar's sprint speed with good stamina is also significant as it clearly tends to outclass other races within the role.
The fact that Minmatar have a good mix of speed and stamina is also interesting since their ranking is more spread out, particularly at the heavier suits but that could be due to the very high stamina regen.
I'd be very curious to see these graphs again with various proposed changes.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Sir Dukey
G0DS AM0NG MEN New Eden's Heros
2
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Posted - 2015.06.03 03:17:00 -
[732] - Quote
CCP Rattati wrote: You will jump higher when sprinting, lower when walking with a higher sprint modifier, lower speed
Nooo! don't do that. There is no logic behind the proposal. I don't want to have to sprint every time I want to jump over a little fence.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.03 03:48:00 -
[733] - Quote
Cross Atu wrote:I am of course open, as always, to further discussion on the topic. o7 Came home to find a new icon on my laptop's taskbar:
http://i.imgur.com/ujrfVPJ.png http://i.imgur.com/w5x3k7b.png http://i.imgur.com/rufzdqB.png
These Devs decided to move forward with too big a change. No doubt they had good reasons, backed by good science and the very best intentions. But things didn't go as planned. Years later, they're still recovering.
Bad analogies aside (for now), my gut feeling is that'd it'd be less risky to iterate downward. Gently. Right or wrong, folks are accustomed to things feeling a certain way. There are plenty of other points to consider and debate, but user experience and expectations are at the top of the list (in my opinion, of course), and surprise! doesn't make for a great user experience.
If we ultimately end up at 0.6x, then so be it. But I personally believe the road would be less bumpy if we got there via 0.8x to 0.7x. But that's only my two cents, and -- as you know -- I trust your and Rattati's judgement on this and all else (excluding EWAR ). o7
Shoot scout with yes. - Ripley Riley (for CPM2)
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RedBleach LeSanglant
Molon Labe. RUST415
837
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Posted - 2015.06.03 05:51:00 -
[734] - Quote
Kill the Wiggle.
Normalize the movement curve.
Break the eggs and make the omelet. Make the cut and tear out the cancer. Rip of the bandaid. Throw the baby out with the bath water.... child support is expensive. Just do it and be done with it. Then pay the devil's dues if it ever catches up to us.
The Logi Code. Creator, Believer, Follower
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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
19
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Posted - 2015.06.03 22:09:00 -
[735] - Quote
In my opinion logis and assault should have the same base speed and stamina, they both are medium frames, sounds logical.
Caldari scout bonus sucks but i like to honor my name.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.04 15:20:00 -
[736] - Quote
just in case anyone forgot where we have gone with this before...
here was the discussion from the last HP penalty and speed balancing we did regarding issues with shield extender and armor plates back last november
https://forums.dust514.com/default.aspx?g=posts&t=181612
- apparently extenders almost got a speed penalty because of the cal scout. Thats wouldve been a nerf to all shield tanking for every suit despite the imbalance between armor and shield tanking. (Rattati almost got himself crucified over it lol)
- we knew that logistics speed vs assault speed didnt make sense (this was back in November 2014 mind you)
- there was concern that reducing strafing speeds would somehow work against us when you include aim assist and bullet adhesion. basically, less skill involved with shooting
- i thought this was funny : "If you'd fix strafe speed you wouldn't have to herf hit detection. RollRollRoll"
- from post #75 by Rattati himself.... "Someone said, just make them all strafe slower, but that "is" punishing everyone for the sins of the few." (and here we are today, nerfing strafe speeds lol)
- there was talk about gallente vs caldari speed. confusion over why they have similar speed when in EVE they do not. there was agreement that gallente should have higher sprint speed than caldari
its 21 page thread but give a read to know the history of what been discussed before |
Ghost Steps
G0DS AM0NG MEN New Eden's Heros
19
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Posted - 2015.06.04 16:46:00 -
[737] - Quote
If strafing is dealt with then whats gonna happen to scouts, thats their most used way survive.
Caldari scout bonus sucks but i like to honor my name.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.04 20:04:00 -
[738] - Quote
Ghost Steps wrote:If strafing is dealt with then whats gonna happen to scouts, thats their most used way survive.
besides what? jumping and cloaking and using damps or generally being faster than everything else? |
Haerr
The Rainbow Effect Negative-Feedback
3
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Posted - 2015.06.05 05:20:00 -
[739] - Quote
Going back to the old strafe speeds, hmmm. Would not that, at least partially, undo the weapon balancing vs aim assist since the strafe speeds were increased? Not that it necessarily is a bad idea, but since people are already suggesting that movement speeds would be increased as soon as possible again would it not make more sense to avoid that yoyo if at all possible? There are a lot of players saying that having this "high" strafe speed (just what? movement is still so slow in Dust that it feels like wading through thigh high mud) is a problem. The question of just how much of the problem stems from the aiming mechanics (no not the band-aid aim assist) than anything else still remains, and if the plan is to increase movement again asap is it not a good idea to at least take a glance at all the variables before deciding which to tweak first? (Or is this just one more of those "it would take too many hours right now so we will try to fix it in a sub-optimal way instead" moments?) The discussion seems to have moved on from the aiming mechanics to movement merely because CCP refuses to address the aiming mechanics. (for what ever reason) If you are willing to consider undoing the movement vs weapon balance vs aim assist balancing, why not at least take at least a passing glance at the aiming mechanics before undoing the recent work on those issues?
Jumping is Strafing UP
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Vesta Opalus
Ostrakon Agency Gallente Federation
777
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Posted - 2015.06.05 15:31:00 -
[740] - Quote
DeathwindRising wrote:Ghost Steps wrote:If strafing is dealt with then whats gonna happen to scouts, thats their most used way survive. besides what? jumping and cloaking and using damps or generally being faster than everything else?
Not sure you understand: Its pretty much impossible (if you are using a rifle) to kill anything over 500 hp quick enough to prevent it from turning around and shooting back. Without strafing this means that scouts will lose frequently and automatically to anyone with ~400+ ehp depending on how good the scouts aim is and how fast the target's reaction is. Removing strafing is a nerf to any scout that isnt shotgunning/plasma cannoning, and scouts will need to be buffed to compensate. |
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.05 17:00:00 -
[741] - Quote
The marksman scout will certainly lose much viability as a slayer. However if that viability came from exploiting hit detection issues, then it simply was never meant to be.
The best I can suggest is:
Fight at your optimal range, and outside your target's. Focus on wounded targets. Open fire on targets already engaged with others, from the flank.
The cloak, despite all of it's shortcomings, allows us to do one thing really well: Observe. Picking your battles is really important.
If despite all of that, scout success slumps, Rattati will notice it and will work to improve it. This is a blessing, because fear of having too much slayer capability is what holds the scout back. We may yet see better cloaks, improved ewar or other bastardry that will be more fun.
Know what cannot be known.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.05 17:50:00 -
[742] - Quote
Vesta Opalus wrote:DeathwindRising wrote:Ghost Steps wrote:If strafing is dealt with then whats gonna happen to scouts, thats their most used way survive. besides what? jumping and cloaking and using damps or generally being faster than everything else? Not sure you understand: Its pretty much impossible (if you are using a rifle) to kill anything over 500 hp quick enough to prevent it from turning around and shooting back. Without strafing this means that scouts will lose frequently and automatically to anyone with ~400+ ehp depending on how good the scouts aim is and how fast the target's reaction is. Removing strafing is a nerf to any scout that isnt shotgunning/plasma cannoning, and scouts will need to be buffed to compensate.
i understand that scouts are meant to be fragile. I understand they are meant for moving quickly and stealthily. I understand that are excellent at picking off stragglers and wounded targets. I understand they are excellent at hacking.
and I understand that they are absolutely not suited for direct combat. Stop complaining that scouts can't slay. Scouts have a role, it's your choice if you want to play outside of it |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.06.05 17:55:00 -
[743] - Quote
Here's a question, will shield regen (recharge + delays) be redone to follow a speed vs hp curve?
I think that the slowest units should have the highest regen, as theyre slower at getting into cover or avoiding enemies. |
Vesta Opalus
Ostrakon Agency Gallente Federation
778
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Posted - 2015.06.05 19:29:00 -
[744] - Quote
Kaeru Nayiri wrote:The marksman scout will certainly lose much viability as a slayer. However if that viability came from exploiting hit detection issues, then it simply was never meant to be.
The best I can suggest is:
Fight at your optimal range, and outside your target's. Focus on wounded targets. Open fire on targets already engaged with others, from the flank.
The cloak, despite all of it's shortcomings, allows us to do one thing really well: Observe. Picking your battles is really important.
If despite all of that, scout success slumps, Rattati will notice it and will work to improve it. This is a blessing, because fear of having too much slayer capability is what holds the scout back. We may yet see better cloaks, improved ewar or other bastardry that will be more fun.
Scout success is slumping already due to the cloaking nerfs, its already well under what an assault or sentinel can get to, which is fine.
But removing strafing will nerf them even more.
They are supposed to be weak in direct combat, not helpless.
P.S. observing with the cloak in direct line of sight is not a good idea, its generally better to use passive scans to observe if possible, since anyone decent is much more likely to take a fat dump on your head if you are just standing there looking at stuff, the longer you sit there the more likely it becomes.
DeathwindRising wrote:and I understand that they are absolutely not suited for direct combat. Stop complaining that scouts can't slay. Scouts have a role, it's your choice if you want to play outside of it
Again right now they arent suited for direct combat, they are in a good place right now. Nerfing them more is going to make them too weak. Im not complaining that scouts cant slay, but every suit outside of perhaps the logi needs to be able to meet a baseline slaying ability or they are quite literally useless.
Removing strafing will cripple scouts without buffing them in some other way, whether that is by buffing their slaying or buffing their scanning or whatever is irrelevant to me. |
Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.05 20:19:00 -
[745] - Quote
You missed my point entirely.
Vesta Opalus wrote: Scout success is slumping already due to the cloaking nerfs, its already well under what an assault or sentinel can get to, which is fine.
Agreed.
Quote: But removing strafing will nerf them even more.
They are supposed to be weak in direct combat, not helpless. [...]
The scout may or may not slump with strafe nerf. IF it does, though, you can be sure that Rattati will notice and take care of it.
I will gladly take quality-of-life buffs later on, in exchange for combat viability in the form of cheating hit-detection now.
Open your mind to the possibilities of what we could do with scouts if we don't have to worry about assaults migrating to them to slay.
Know what cannot be known.
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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
19
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Posted - 2015.06.05 21:03:00 -
[746] - Quote
Kaeru Nayiri wrote:The marksman scout will certainly lose much viability as a slayer. However if that viability came from exploiting hit detection issues, then it simply was never meant to be.
The best I can suggest is:
Fight at your optimal range, and outside your target's. Focus on wounded targets. Open fire on targets already engaged with others, from the flank.
The cloak, despite all of it's shortcomings, allows us to do one thing really well: Observe. Picking your battles is really important.
If despite all of that, scout success slumps, Rattati will notice it and will work to improve it. This is a blessing, because fear of having too much slayer capability is what holds the scout back. We may yet see better cloaks, improved ewar or other bastardry that will be more fun.
Yea, like scouts get WP from using mics or using ewar which from being squeashy they become WP gifts. On PC there is an almost cero chances of picking your battles cus they move on squad formations.
Caldari scout bonus sucks but i like to honor my name.
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Ghost Steps
G0DS AM0NG MEN New Eden's Heros
19
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Posted - 2015.06.05 21:08:00 -
[747] - Quote
Kaeru Nayiri wrote:You missed my point entirely. Vesta Opalus wrote: Scout success is slumping already due to the cloaking nerfs, its already well under what an assault or sentinel can get to, which is fine.
Agreed. Quote: But removing strafing will nerf them even more.
They are supposed to be weak in direct combat, not helpless. [...]
The scout may or may not slump with strafe nerf. IF it does, though, you can be sure that Rattati will notice and take care of it. I will gladly take quality-of-life buffs later on, in exchange for combat viability in the form of cheating hit-detection now. Open your mind to the possibilities of what we could do with scouts if we don't have to worry about assaults migrating to them to slay.
I apricieate what Rattati does with hotfixes but waiting a month and getting gimped from using scout (my favorite role) until there is a fix to the scout, which most of the time is not attained with the first fix.
Caldari scout bonus sucks but i like to honor my name.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.05 21:51:00 -
[748] - Quote
You want to keep something broken because a role, that can easily be redefined, currently depends on it to be viable?
Your own signature states caldari scout bonus sucks. If you feel that way, this is the first of many steps towards changing that.
Know what cannot be known.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.05 22:03:00 -
[749] - Quote
I agree with Kaeru. "It might hurt Scouts" is not a good reason to not fix wiggle.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
782
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Posted - 2015.06.05 22:16:00 -
[750] - Quote
Kaeru Nayiri wrote:You missed my point entirely. Vesta Opalus wrote: Scout success is slumping already due to the cloaking nerfs, its already well under what an assault or sentinel can get to, which is fine.
Agreed. Quote: But removing strafing will nerf them even more.
They are supposed to be weak in direct combat, not helpless. [...]
The scout may or may not slump with strafe nerf. IF it does, though, you can be sure that Rattati will notice and take care of it. I will gladly take quality-of-life buffs later on, in exchange for combat viability in the form of cheating hit-detection now. Open your mind to the possibilities of what we could do with scouts if we don't have to worry about assaults migrating to them to slay.
I agree, Im just saying pre-emtively making their other roles stronger/more viable or giving them something to give them better remote hole poking ability would be a good and necessary change if strafing is removed. |
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