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Author |
Thread Statistics | Show CCP posts - 31 post(s) |
Sgt Kirk
Fatal Absolution Negative-Feedback
10
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Posted - 2015.05.27 13:20:00 -
[61] - Quote
Rattati, just saying, after Fanfest 2014 I said I wouldn't spend another dime on CCP again.
Since you've got on board I've spent almost close to $100 if not more.
Good show ol chap.
Sgt Kirk's Gallente Propaganda Youtube Channel
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Brush Master
KILL-EM-QUICK Rise Of Legion.
1
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Posted - 2015.05.27 13:30:00 -
[62] - Quote
logi speed increase, about dam time
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Vesta Opalus
Ostrakon Agency Gallente Federation
744
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Posted - 2015.05.27 13:37:00 -
[63] - Quote
Well. This is interesting.
Some thoughts:
Slow speed will make the shotgun assault fits pretty much useless, this may or may not be a good thing depending on how you feel about shotgun assaults.
Concern about killer bees activated.
Heres what Im going to do if this change goes live: Delete my shotgun min assault fit. Create Min Logi fit: Add shotgun Add the exact same module layout (x4 adv extenders, x1 regulator, x1 damp, x2 kincat) Add core locus grenade Add remote explosive Add nanohive Add uplinks Add injector
I lose my bolt pistol sidearm but now have better scanning, 4 times the equipment, and slightly less hp, I'd say its a wash.
Also Im concerned that the amar logi will now be a much more attractive option for slaying than the Cal/Gal assaults. The Cal/Gal assaults have pretty **** poor weapon bonuses as is, so its not much of a sacrifice to drop those and get +2 equipment slots in return, and all you have to do to make up for most of the HP loss is lowball one or two equipment slots, in return you get (for example) a nanohive PLUS a crappy nanite injector and good uplinks + the amar logi uplink bonus.
I am happy to see talk of an extra module slot for commandos though (please consider giving Cal Commando better base shield regen and all commandos a bit better native armor repair as well).
Edit to add: amar assault may be too slow to be effective after scrambler rebalancing, but who knows |
Sleepy Shadow
Qualified Scrub
372
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Posted - 2015.05.27 14:00:00 -
[64] - Quote
IGÇÖm having difficulties in understanding the point of this assault nerf. Assault is the main role in any FPS and people will use whichever suit that gives them their best chance at succeeding in that role. WeGÇÖve seen this several times already; slayer logis, slayer scouts and an overabundance of heavies. You cannot make people stick to a role specific suit if that suit is overshadowed by another one. Currently weGÇÖre experiencing a great number of Minmitar assaults and we all know the reason for that.
The speed nerf on that graph is much too drastic. The current Amarr assault is already slow; IGÇÖm dreading to think what all other assaults will be after they are all slower than the current Amarr assault. Well except the Minmitar that will be barely faster than the current Amarr.
I havenGÇÖt used basic plates outside pure BPO fits since the speed nerf and I donGÇÖt see a lot of people using them either. So this is not a real fix to brick tanking as people will continue to have the same HP as they had before, only now they are slow. For an assault, you have to sacrifice a low slot to gain speed and once you do that, youGÇÖre better off using the logi or the scout for your assaulting business. My Gallente assault has 5 low slots, my Amarr logi 4; why waste a low slot when I can just use my logi with two additional equipment slots? Because the Gallente assault has a great bonus to its racial weapons? Yeah, noGǪ
I am not saying that logis donGÇÖt deserve a buff, they do, but they have no reason to be faster than their squad. You should have given them the same speed as their assault counterpart; there is no reason to nerf assaults. Not this drastically anyway. Speed is very important in this game and I fear this change will make assaults change to other suits. I already checked protofits and I can almost guarantee that I will do just that.
=ƒÿ¦
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.05.27 14:29:00 -
[65] - 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.
The key to avoiding the issue is to make the fitting reduction bonus on the Logistics significantly higher and then reducing the overall resources. This way fitting equipment is very 'cheap' but refusal to fit equipment does not free up many resources to spend on additional defenses.
Since you're going to be touching on resources anyways for Logistics with the change in slots, this is the prime opportunity to address this issue.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.05.27 14:33:00 -
[66] - Quote
Cat Merc wrote:CCP Rattati wrote:Cat Merc wrote:While you're at it, mind fixing the Gallente speed being the same as Caldari?
Gallente are supposed to be very fast for short bursts of speed (MWD eating capacitor). We could simulate that by giving Gallente similar sprint speed to Minmatar, but very bad stamina.
Would help the Duvolle too, in the whole "get close and rekt" part. Which speeds aren't aligned? I didn't notice, they are always supposed to be the same as CA. No, I'm talking EVE. Gallente are second fastest after Minmatar, Caldari are slowest until Amarr plate up. Gallente use Micro Warp Drives to close the distance and apply massive shredding from their Blasters. (Ga Ass charging with a Duvolle or Shotgun) Micro Warp Drive eats capacitor like crazy, and as such has to be used in bursts, not always on. A simulation of that in DUST would be like giving Gallente same or better sprint speed than Minmatar, but nerfing the stamina so it can only be used in short bursts. The fact that it isn't like that could be contributing to the AR's underperformance, as the best suit to use the AR on is in fact the Minmatar Assault for its speed. But since it gets a bonus for CR's, it's a waste to put on an AR. So make the worst suit even worse? The only assault needing fixed was min, But instead all assaults get nerfed?
Removed inappropriate content - CCP Logibro
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Vell0cet
OSG Planetary Operations Covert Intervention
3
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Posted - 2015.05.27 14:35:00 -
[67] - Quote
When you talk about adjusting movement speeds in this game, I still think the long-term solution is to create a mass stat. Speed, strafe speed, sprint speed, stamina depletion rates and jump height would be derived from formulas based on mass (these values would be calculated in the fitting screen and cached so it's not affecting gameplay performance). You could add racial modifiers in these calculations as well to tweak balance. This more-closely models EVE's mechanics, and would give you the consistency in speed/HP that you're looking for. Putting plates on a scout suit will add a much higher mass (as a percent) than putting those same plates on a sentinel (as a percent).
Best PvE idea ever!
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Varoth Drac
Dead Man's Game
894
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Posted - 2015.05.27 14:49:00 -
[68] - Quote
The more I look at this, the more it seems a bit too much. I like idea in principle, but the assault suit speed nerf seems too much. Tone it down a bit and I think it would be fine.
Whilst I admire and agree with the scientific approach, and it can often be very successful, the relationship between suit hp and speed has too many additional factors involved to come up with a very neat relationship curve. Bringing things closer to a logical relationship is good, but you can't adhere to it too strictly. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.27 14:55:00 -
[69] - Quote
As long as my Logistics doesn't become a better slayer than my Assault, that's all I'm concerned about.
Though, looking at these changes... I'm starting to wonder. Here's my thoughts:
Gallente Logi does have less EHP, sure, but with heightened mobility to what Assault speeds are now, and having better fitting/more slots... I'm tempted just to make up the difference by adding another plate with the PG/CPU I save from my equipment and just nyxxing an equipment to make up for it. This will result in similar performance both in terms of EHP and mobility to my Assault, trading the sidearm for more utility (equipment/slot count).
The bonus that Assaults get to weapon fitting is negated by the fact that I don't have to fit a sidearm on my logi, the Gallente Assault bonus is largely a placebo anyhow.
Won't really know until we get in game but I have a feeling that my Gal Logi will likely outright replace my Gal Assault.
EDIT: IMO, mobility is king for Assaults. The only one that was really a problem was Minmatar Assaults because they were basically just 'heavy scouts' with incredible versatility in fitting. Reducing the speed on the others (Especially for the Gallente/Caldari) is going to have extreme effects on their performance and they're already sort of ailing in the larger scheme of things.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Red OfDust
Negative-Feedback. Negative-Feedback
144
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Posted - 2015.05.27 15:40:00 -
[70] - Quote
So instead of nerfing the assault suits and buffing all the other, why dont just buff the other suits? Its true that the min assault needs a close look, but that speed nerf is just too high. I realy like to use suits beside of how they are supposed to be used; scout with rifle, shotgun assault, logi scout, full kin-kat heavy, hacking logi, etc. I prefer some suits than other because they are versatile and allow you to make that kind of combinations. If that kind of changes still happen, every creative suit is going to dissapear and the game is going to be boring because of the same fits.
Sorry for bad english. |
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demens grimwulff
Negative-Feedback. Negative-Feedback
370
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Posted - 2015.05.27 15:40:00 -
[71] - Quote
Oooook... I guess we will all be respec'ing logi then...
My problem is this... I do NOT run dual tanked suits, but I am getting a nerf because some people do. Amarr assaults don't run dual tank either... typically they fill the high slots with damage mods and then stack reactive and armor reps... same with gallente. So then... I see this as a buff to the armor meta and a nerf to min and cal assaults.
Honestly, though, Rattati, wouldn't you find it more "fair and leveling" to make the armor plates more synergistic in their effect? as of right now, each plate is treated as a separate entity and the decrease in total movement speed is not compounded. Someone can stack 3 reactives and will only miss 3% of their total run speed, which is laughable. Why don't you make it follow a curve? 1% for the first, 3% for the second, 7% for the third, etc? That would make much more sense, and it would allow the shield purists a bone to gnaw at... albeit, a bone with nothing left on it. Essentially, if we're discussing power consumption over time, 200 lbs requires twice the force as 100 lbs... 400 lbs takes four times the force (for all of those who missed high school physics, Force = mass * acceleration; and I understand a pound is a measurement of weight ant not mass...). So, considering the increasing taxation on energy requirements, a small, linearly stacking decrease isn't enough... it should follow a curve, and so that if you stack multiple plates of any type, you face the hidden curve.
Armor tanking has been the meta since 1.06... it finally needs real alignment (not just the suits), and shields do need a buff, as they are, currently, to high risk in a game that promotes stacking eHP.
Please note: grammar and spelling may be off due to posting onmy phone...
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.05.27 15:50:00 -
[72] - Quote
Rise of Logi xD
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.05.27 16:04:00 -
[73] - Quote
CCP Rattati wrote:That's not necessary actually, it just works out that way because such a system is linear as well. Instead, the suits have been placed on the curve, so as to give that impression, and because it is intuitive, to a degree. But you can also place a dropsuit on the curve without it fitting on the "max X = min Y", and it will still be normalized.
Also, you have to take the brick fit into account. If you do that, you actully see that commandos are still below a fictional line through the data set, and assault above, etc, indicating the strengths and weaknesses of each role. Of course you don't need to brick, so everyone should be able to find an acceptable niche for his/her playstyle.
This is VERY WELL SAID. Thank you Rattati.
And at people who are freaking out over the idea of Gallente getting a speed up and stamina down:
HE SAID HE WOULD PUT IT ON THE BIG BOARD. It just means he's going to save the idea for later analysis. Have you SEEN the big board?? It -literally- means nothing more than he think it's "neat" and worth a second look. It's stuff like this that makes Rattati go silent for weeks because these forums can't get a grip. I'm seriously disappointed. (But not surprised.)
Know what cannot be known.
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Sleepy Shadow
Qualified Scrub
373
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Posted - 2015.05.27 16:05:00 -
[74] - Quote
Vesta Opalus wrote: Also Im concerned that the amar logi will now be a much more attractive option for slaying than the Cal/Gal assaults. The Cal/Gal assaults have pretty **** poor weapon bonuses as is, so its not much of a sacrifice to drop those and get +2 equipment slots in return, and all you have to do to make up for most of the HP loss is lowball one or two equipment slots, in return you get (for example) a nanohive PLUS a crappy nanite injector and good uplinks + the amar logi uplink bonus.
Because I donGÇÖt brick tank my suits I donGÇÖt really lose anything by changing to the Amarr logi from my Gallente assault.
I checked from protofits and I can have a neat Amarr logi with 230 shield, 510 armour (my Gal usually goes with 194/509), PRO AR/ADV SMG/Basic flux, PRO needle, PRO hive and remotes. By changing equipment I can have a better sidearm, grenade or HP if I wish, but to be honest, I have no need. The logi also has better scan range and hacking speed not to mention the additional WP IGÇÖll be having by reviving and booby trapping places.
I feel so sorry for the Caldari assault though. Slow as feck but if you want speed you lose the ability to fit regulators and other useful modules. My Caldari assault runs two regulators and usually stamina or possibly a ferro in the lows. After this change, kincat is almost mandatory to be able to use it. Caldari is a distance fighter, real nice that an Amarr logi can close the distance before you turn : /
I have no idea how Rattati thinks nerfing assault speed this drastically wonGÇÖt make people change to other suits.
=ƒÿ¦
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thehellisgoingon
MONSTER SYNERGY
487
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Posted - 2015.05.27 16:07:00 -
[75] - Quote
Nice. A buff to Logibro's everywhere. I don't mind. Time to dust off my templar logistics. Throw on a toxin smg with my 3 second links. |
Kierkegaard Soren
Eridani Light Horse Battalion
824
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Posted - 2015.05.27 16:08:00 -
[76] - Quote
Thanks so much for the speed and slot buff for commandos. Loving it.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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alias lycan
Capital Acquisitions LLC
43
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Posted - 2015.05.27 16:12:00 -
[77] - Quote
This is a pretty dangerous thing to do as long as logis and assaults have the same slot count. I think the cal logi actually has 1 more slot than the assault. People could just copy their assault fits and improve them with the extra cpu and pg plus have the speed. |
demens grimwulff
Negative-Feedback. Negative-Feedback
370
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Posted - 2015.05.27 16:17:00 -
[78] - Quote
alias lycan wrote:This is a pretty dangerous thing to do as long as logis and assaults have the same slot count. I think the cal logi actually has 1 more slot than the assault. People could just copy their assault fits and improve them with the extra cpu and pg plus have the speed.
As an old school player, I remember when 90% of all deployed suits in any match were cal logi for this very reason.
Out of that came the logi nerf AND the AR nerf... as they also only used the tac ar
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
Negative-Feedback. Negative-Feedback
370
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Posted - 2015.05.27 16:18:00 -
[79] - Quote
On a second note... making sure all equipment slots are filled is almost useless, too...
Slayer logi with 3 or 4 compact nanohives?
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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Ripley Riley
Incorruptibles
10
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Posted - 2015.05.27 16:21:00 -
[80] - Quote
demens grimwulff wrote:On a second note... making sure all equipment slots are filled is almost useless, too...
Slayer logi with 3 or 4 compact nanohives? Make all equipment slots mandatory + increase CPU/PG fitting bonuses for logis + reduce CPU/PG for logis = plenty of CPU/PG for equipment but not much left for brick tanking and proto weaponry.
@Ripley_Riley
"I NEED NO PILLS I'M A FUCKING GOAT!" - Cat Merc
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Vesta Opalus
Ostrakon Agency Gallente Federation
745
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Posted - 2015.05.27 16:21:00 -
[81] - Quote
Sleepy Shadow wrote:Vesta Opalus wrote: Also Im concerned that the amar logi will now be a much more attractive option for slaying than the Cal/Gal assaults. The Cal/Gal assaults have pretty **** poor weapon bonuses as is, so its not much of a sacrifice to drop those and get +2 equipment slots in return, and all you have to do to make up for most of the HP loss is lowball one or two equipment slots, in return you get (for example) a nanohive PLUS a crappy nanite injector and good uplinks + the amar logi uplink bonus.
Because I donGÇÖt brick tank my suits I donGÇÖt really lose anything by changing to the Amarr logi from my Gallente assault. I checked from protofits and I can have a neat Amarr logi with 230 shield, 510 armour (my Gal usually goes with 194/509), PRO AR/ADV SMG/Basic flux, PRO needle, PRO hive and remotes. By changing equipment I can have a better sidearm, grenade or HP if I wish, but to be honest, I have no need. The logi also has better scan range and hacking speed not to mention the additional WP IGÇÖll be having by reviving and booby trapping places. I feel so sorry for the Caldari assault though. Slow as feck but if you want speed you lose the ability to fit regulators and other useful modules. My Caldari assault runs two regulators and usually stamina or possibly a ferro in the lows. After this change, kincat is almost mandatory to be able to use it. Caldari is a distance fighter, real nice that an Amarr logi can close the distance before you turn : / I have no idea how Rattati thinks nerfing assault speed this drastically wonGÇÖt make people change to other suits.
Yeah pretty much this.
Amarr Logi overlaps too much with Cal/Gal assault after these changes go into effect.
Caldari assault is already crap as things are today, after this its just going to be a joke.
All the assaults will be too slow to be fun.
This entire hp vs. speed curve seems like a red herring as far as balance is concerned. It doesnt seem to take in to account the relative usefulness of each suit beyond raw speed and HP, thats why Ive said before and I say now that I dont think balancing on this speed v. hp curve is a useful or good idea.
Now you will have Logis competing with scouts in terms of speed and competing with some of the assaults in term of slaying while still providing the same vast force multiplier as before this change due to the equipment they bring to the table. Meanwhile commandos are still **** and still occupy the second lowest speed tier, and assaults are being basically pigeonholed into high HP grinding front liners because speed builds will be worthless and regen builds will be unable to control terms of engagement vs. anything but a sentinel, so they too will be worthless.
I appreciate the effort but I think this one might be a mistake, but we'll see how it pans out. |
demens grimwulff
Negative-Feedback. Negative-Feedback
370
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Posted - 2015.05.27 16:29:00 -
[82] - Quote
Ripley Riley wrote:demens grimwulff wrote:On a second note... making sure all equipment slots are filled is almost useless, too...
Slayer logi with 3 or 4 compact nanohives? Make all equipment slots mandatory + increase CPU/PG fitting bonuses for logis + reduce CPU/PG for logis = plenty of CPU/PG for equipment but not much left for brick tanking and proto weaponry.
Sounding good, to be honest.
I would like to see that + the curved impact of stacking plates
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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Vesta Opalus
Ostrakon Agency Gallente Federation
745
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Posted - 2015.05.27 16:34:00 -
[83] - Quote
P.S. I dont see why we just dont add some damned stacking penalties to HP modules HP values. Why are they the special snowflake? Sure they have penalties but those penalties clearly arent enough of a deterrent. |
demens grimwulff
Negative-Feedback. Negative-Feedback
370
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Posted - 2015.05.27 16:39:00 -
[84] - Quote
Vesta Opalus wrote:P.S. I dont see why we just dont add some damned stacking penalties to HP modules HP values. Why are they the special snowflake? Sure they have penalties but those penalties clearly arent enough of a deterrent.
I would agree, but I already put my own pet horse in the race (see wall of text on page 4) that I think would work without having to drastically lower all assault movement speeds.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.05.27 17:00:00 -
[85] - Quote
Ripley Riley wrote:increase CPU/PG fitting bonuses for logis What would a suitable fitting bonus be in your opinion?
I think there's a tough problem here: - Too low fitting bonus: Fit 4 Compact Nanohives and use the remaining fitting space to become a killing machine. Bumping up the fitting requirement for compact nanos doesn't help. Needles actually have lower fitting requirements (Yes, I need 4 STD needles! ). - Too high fitting bonus: Equipment becomes 'Logi only' much like the Scout's cloak. That means you need a Scout or a Logi if you want to carry nanohives or scanners. This will make people try to get their slayer-role done with those suits since you can't run a KDR over 5 without nanohives. And squadplay will make people want to carry sticks and scanners, even if they want to be a slayer 95% of the time.
There may be a middleground between these two extremes, but as long as the Logi is somewhat combat effective and has the added utility of many equipment slots people will use that. The incentive to use an Assault suit must be very big to counteract the disadvantage of having less equipment. This is currently the case. If the suggestion in the OP goes through it won't (unless additional factors apply). |
Varoth Drac
Dead Man's Game
894
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Posted - 2015.05.27 17:43:00 -
[86] - Quote
I don't like the idea of increasing the logi equipment fitting bonus and reducing base cap. 25% is enough for a bonus. Any more and you are 1) being too draconian with fitting restrictions and 2) spoiling things for low sp characters, as you won't be able to fit a decent logi until you reach level 5.
I just don't like it. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.05.27 17:46:00 -
[87] - Quote
I don't have math, but I do have logic. You're ignoring a huge factor when just balancing speed vs HP in regards to.
If the assaults' HP is countered by the lack of speed, and vice versa for the logistics', then the these factors are balanced against each other (no net advantage or disadvantage), and thus assaults and logistics are equal when comparing net speed/HP advantages and disadvantages.
If that is the case, then the logistics comes out on top because with speed and HP being balanced with the assaults, that leaves logistics with a very large advantage with no counterbalance: the 3-4 equipment slots while assaults only have 1.
If the speed and HP advantages and disadvantages of assaults and logistics cancel out against each other when the 2 suit types are compared with one another, and the logistics gets a ton more equipment slots, what does the assault have to balance against that? just a sidearm? It doesn't seem fair. Sure assaults get fitting bonuses to weapons to allow for fitting better weapons, but logis get fitting bonuses to equipment, and the savings from the equipment fitting bonus can be used to equip better weapons also.
In life of this, I don't think assaults should get a speed nerf. Also, assaults are meant to be the frontline fighters that rush to objectives and clear areas. Reducing speed conflicts with their intended purpose, as it makes it harder for them to rush objectives.
In short, I suggest keeping assault speeds intact.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.27 17:49:00 -
[88] - Quote
Tesfa Alem wrote: With the planned tiericide, I confidently predict the return of the slayer Logi. Identical slots, more fitting space, and now faster than the assault suits.
After all, the Min Logi will have a 4/4/4 slot layout at all tiers, and is getting the min assaut speed. Fit militia equipment to free up fitting space and the ADV min logi becomes the current Proto Min Assault. You can apply the same logic to the other assaults with dare i say it, lackluster bonuses. A cal logi with 5/3/3 slots or a slower caldari assault that can reload. Gal logi with extra fitting space or a slow gal assault that has less dispersion? And the Amarr assult....well might as well run a commando or heavy suit instead, more HP and more fire power, and identical if not faster speeds.
Include power cores which function in fit offerings based around role so skipping the use of equipment doesn't buy you much and/or include a requirement to fit equipment on the suits.
I do agree however the the racial skills need looked at, but that's true not just of both medium frames but of the commandos and possibly even the scouts. All of that is relevant of course, but iterative balance requires that it not all be done at once so we can avoid the mad swings of the beta days.
CPM 1 mail me your feedback and remember to have fun!
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Leadfoot10
Molon Labe. RUST415
3
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Posted - 2015.05.27 17:55:00 -
[89] - Quote
Just when Assault suits were the preferred suits for slayers (how it should be, IMO), now this.
I suppose we'll see how it plays out, but I agree with others who have predicted dual tanked Min Logi (or Gal Logi) will now become the FoTM slayer suit.
On the bright side, at least it will allow me to spend those 9m SP I've been sitting on....
And I agree with Doc that the shield/armor imbalance needs to be addressed as it is the even larger elephant in the room. |
Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.05.27 17:55:00 -
[90] - Quote
KAGEHOSHI Horned Wolf wrote:I don't have math, but I do have logic. You're ignoring a huge factor when just balancing speed vs HP in regards to.
If the assaults' HP is countered by the lack of speed, and vice versa for the logistics', then the these factors are balanced against each other (no net advantage or disadvantage), and thus assaults and logistics are equal when comparing net speed/HP advantages and disadvantages.
If that is the case, then the logistics comes out on top because with speed and HP being balanced with the assaults, that leaves logistics with a very large advantage with no counterbalance: the 3-4 equipment slots while assaults only have 1.
If the speed and HP advantages and disadvantages of assaults and logistics cancel out against each other when the 2 suit types are compared with one another, and the logistics gets a ton more equipment slots, what does the assault have to balance against that? just a sidearm? It doesn't seem fair. Sure assaults get fitting bonuses to weapons to allow for fitting better weapons, but logis get fitting bonuses to equipment, and the savings from the equipment fitting bonus can be used to equip better weapons also.
In life of this, I don't think assaults should get a speed nerf. Also, assaults are meant to be the frontline fighters that rush to objectives and clear areas. Reducing speed conflicts with their intended purpose, as it makes it harder for them to rush objectives.
In short, I suggest keeping assault speeds intact. This.
Seriously, who's complaining about Logis? They farm WP and are the only suit that can function in a role that doesn't require killing. Just because you can change something doesn't always mean you should.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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