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Thread Statistics | Show CCP posts - 31 post(s) |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 03:36:00 -
[241] - Quote
True Adamance wrote:CCP Rattati wrote:
Making Assault sprint faster is a very smart idea. Maybe reducing Logi stamina as well.
This I can get behind. Though you'd have to be careful so that it doesn't "bleed over", as Adipem puts it, into the scout role. I believe a Sprint Multiplier change for Assaults from 1.4 to 1.5 would be safe, as the AM Scout's base sprint would be higher than the MN Assault's base sprint.
All credit to Ripley Riley for this idea: https://forums.dust514.com/default.aspx?g=posts&m=2773122#post2773122
Shoot scout with yes. - Ripley Riley (for CPM2)
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 03:38:00 -
[242] - Quote
True Adamance wrote:KAGEHOSHI Horned Wolf wrote:Pokey Dravon wrote:KAGEHOSHI Horned Wolf wrote: I get your point, but even if all of the racial assault bonuses actually made a difference (only 2 really do), that still doesn't trump the multitude of equipment slots. Its really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis.
See that's where it gets really tricky because you're then dealing with a qualitative analysis of relative worth between Assault Bonuses (and you're right only 2 are really worth it) and having more equipment. I personally feel that people seem to put more worth in the equipment than they should, mostly due to leftover fear from when Logistics were stupidly broken, but again that's just a personal assessment. I think what Rattati is really going for here is "How can we make all suits feel roughly equally survivable?" and I feel that's a good direction to go with it. And as you have stated, the tradeoff of speed vs defense makes the suits 'equal' which I also think is a good thing. At which point my main question is "How can we make the Assault Bonuses feel like they're a fair tradeoff from the Logistics equipment?" Sadly I fear the answer is probably "Well if only the Commandos and Assaults were combined into one suit....." but that gets really tricky because it would basically mean the removal of Commandos from the game, which would likely be a nightmare on many fronts. Plus I have some pretty strong personal bias in that I love my Commando Q_Q So I guess for me I would say to all of the Assault players out there: "Assuming this speed/hp ratio goes through, what sort of changes to Assaults would you want to see in order to make the tradeoff between Assault and Logistics worth it, and solidify the Assault as the better slayer suit?" I guess we'll have to agree to disagree on the qualitative value. I do think the assaults' bonuses are canceled out by the logitics' bonuses, so I don't count it as a point for the worth of assaults vs logistics and their equipment. Anyway, I'm still not convinced the assaults need a speed nerf. I would be alright if it was something small, but the proposal is far too drastic, and undermines the assault's role of being a mobile frontline fighter that rushes objectives. Furthermore, I think the logis would be in a good place with the speed buff without having to nerf assaults. I meant to say " Its NOT really about fearing logis being better at slaying, but about logis just simply being better than assaults in a general sense because of disadvantages vs benefits being in favor of the logis," but I didn't edit the post fast enough. Seems like you know what I meant, but felt I should clarify. This is what I mean. Assaults are as Kage put it "Mobile Frontline Fighters that rush objectives". This is their fundamental role. Ensuring that their are always players on the frontlines pushing for the objective. Speed nerfs directly and rather significantly hinder this role. Only one suit at this time to my knowledge is "bleeding over" into the Scout Class the others seem relatively balanced in terms of their movement speeds without modifying them via modules. Logistics I can understand want to have some bonuses but in being one I realise I don't need to be faster than an Assault to do my job well, if anything I want to roughly be the same speed as them as there is no point in out running the team I am supposed to be supporting, if I am with multiple forms of equipment then I am directly bleeding into the Scout Class. Were my Assault's Speed nerfed and the Logi buffed significantly I would just tank my Amarr Logi better and use that as an Assault suit for its speed and being able to carry equipment. If the speed values were standardised or the Logi buffed to Assault Speeds the suits would still in their current forms retain enough unique traits to merit the use of the Assault.
Logis need to be able to get out of danger, and follow their friends even if the logi is brick tanked for the occasion. A non tanked Logi can barely keep up with a brick assault right now.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cross Atu
OSG Planetary Operations Covert Intervention
4
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Posted - 2015.05.28 03:41:00 -
[243] - Quote
Adipem Nothi wrote:Cross Atu wrote:Adipem Nothi wrote: Logi ck.0 HS: Cmp Shield (x4), Basic PG LS: Cmp Ferro (x4) PW: Pro Rail GR: Basic Flux EQ: Pro Hive, Empty, Empty 958 HP (515/443), 0 free CPU, 7 free PG
Assault ck.0 HS: Cmp Shield (x4), Cmp PG LS: Cmp Ferro (x3) PW: Pro Rail SW: Adv Bolt GR: Basic Flux EQ: Pro Hive 1058 HP (617/441), 52 free CPU, 1 free PG
I completely agree that the HP spread between these units is too close, especially if the Logi is substantially faster than the Assault.
Ideas, Cross? This is part of why I advocate the Cal logi getting a 4th equipment slot and losing that extra Low Slot. It is also why despite my usual inclinations I would actually support a requirement that logi fill their equipment slots. Between the two I think we'll see a different profile. (Note, compact hives play a bit of havoc with this but they likely need toned down anyway so assume for current fittings that only one compact hive can be used to fill an EQ slot when filling all required slots. To make it easy to use current proto fits just fill the three slots present, leave the one Low Power slot empty and make sure there is enough remaining fitting to accommodate a compact hive thus simulating that 4th equipment slot). If we swap out the CalLogi's extra Low Slot for +1 EQ, the above loadout weighs in at 875 HP. That's ~20% less HP than the similarly fit Assault, and the Logi will be ~9% faster (assuming speeds on Page 1). As a point of reference, scout base mobility is presently ~8% removed from that of Assault at a base HP spread in excess of 200%. To me, this tanky CalLogi's HP (even at -1 Low) still seems too close to a similarly fit CalAssault. Logis aren't my field though. What am I missing? I may be misreading, but Rattati also mentions here normalizing fitting capacity to help the CalLogi.
Check again, even without including the requirement to fit a 4th slot the logi fitting outlined above is invalid, and that is with proto fits assuming max skills. To fit the logi from above as outlined, assuming the proper change to 4th slot (and using only a compact hive in that slot) requires fitting only one basic ferro in the lows.
Actual total HP when corrected for valid fit, including all skill buffs; 666 HP (515/151) or 292 below prior listed total. That's 392 HP below the values listed for the Assault.
So that's ~37.05% lower than the assault. We also have to consider Stamina and Stamina regeneration as well, because the Min for all it's speed wouldn't be very mobile if not for it's comparative Sta totals. And the Cal scout, for example, has 25 more base Sta, and 10 more base regen. So that scout has the ~8% movement speed you mentioned, but it also has ~22.5% more Sta and ~33% more regen.
Honestly I'm not sure applying a simple % Delta change is the most accurate way to approach this, but if it is then we shouldn't be comparing Scout to Assault, we should be establishing a use case baseline by comparing Scout to Sentinel then the values could be scaled within each race. But even that raises the question, if % shift is the thing to look at, is that % shift the same for each race? Should it be? Should it not be? How much % deviation between the races is acceptable? Then compare the two differing % shifts there. Also, these shifts are, if derived from fully fitted frames, including a question of slot values which - while certainly a valid consideration - adds another layer of complexity.
CPM 1 mail me your feedback and remember to have fun!
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 03:42:00 -
[244] - Quote
CCP Rattati wrote: Logis need to be able to get out of danger, and follow their friends even if the logi is brick tanked for the occasion. A non tanked Logi can barely keep up with a brick assault right now.
My likes. Have all of them.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 03:43:00 -
[245] - Quote
Cross Atu wrote: Honestly I'm not sure applying a simple % Delta change is the most accurate way to approach this ...
Agree 110% ... I was only using those values as a point-of-reference. An in-context, all-else-assumed-equal, potentially ill-thought point-of-reference.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 03:45:00 -
[246] - Quote
CCP Rattati wrote: When all roles have the proper foundation, we can move forward with finetuning
1) I intend for Logis and Assault and Basics to share the same PG/CPU and possibly total number of slots. The way to balance it is to require logis to fit equipment, and give each role the specific fitting bonuses for the role. 1a) We did this for Sentinels and Assaults, and it worked very well by aligning them and normalizing based on Scouts, that were the best in class. Just by aligning slots and capacity/slot, with a dash of hp, they became viable. Now, after some time has passed, we can take the next step. Logis and Commandos are undeniably the least viable specialty roles, and Assault are very strong. If it means they need to take a kincat instead of a plate, then so be it. I have already taken into account
2) Now when they all have a normalized and sound progression, we can finally move to where I want to be. I want to stop messing around, and patching dropsuits. They need to be stable and a fixed point. I then want to balance with PG/CPU costs and power of Gear, and role bonuses. Is the Caldari Assault bad? Maybe, but then we figure out the tunable parameters we have instead of always messing around with the foundation. Shield regen, cost of regulators, fiting bonus to Rail tech, etc.
In short, talking about role bonuses now, is like putting a bandage on a broken leg.
Well sure but you're basically driving one more nail into my playstyle here and expecting me to just nod and go with it. What's worse is that it's because "assaults are strong" is applied to all assaults when there are very clear distinctions in which ones are good (Min/Amarr) and which ones are bad (Cal/Gal).
I'm not concerned with what I'm getting in the future, I'm concerned with what I'm getting in exchange for having my mobility taken away at the time of this change's release. You're killing my mobility, which is crucial to the Gallente Assault's ability to CQC which is undeniably worse for the wear right now because no-one is using it's intended weaponry in competitive environments as it is.
Sprint speed is cool and all but if I can't strafe then it's kinda pointless. There's no real point in being able to sprint to my target faster when I can just equip a Rail Rifle and negate the need to close distance entirely.
How do you intend to make the CQC Role (Gallente Assault) viable or at least keep them on par with how they perform now after these changes are made?
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 03:47:00 -
[247] - Quote
Aeon Amadi wrote:Going to echo Kalante's concerns about the Assaults.
The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory. Amarr Assaults -maybe- a problem because they have a really good slayer bonus toward a very powerful weapon system (scramblers/assault scramblers).
This nerf is universal though and while it's great that it helps Logis, it's nerfing Assaults for the sake of 'progression' and 'making sense' with no real cause. I'd imagine someone (probably a CPM) sat behind the curtain and nudged this change along with the good intentions of making Logis and Commandos more viable but at the same time did one of the following:
a) Instituted a level of anti-assault bias in what can only be considered an unnecessary Assault nerf. b) Figured that the hit to Assaults would be temporary and that we'd be okay with taking that hit until changes were made to re-balance us (even though we're still waiting for decent bonuses) c) Simply overlooked it.
None of those are a good justification for why we shouldn't iron this out -now- and honestly, if your problem is the Minmatar Assault, hit the Minmatar Assault. Leave the Assaults at their current speed, buff the Logis, and then we get around to having more viable bonuses for Assaults -THEN- we can nerf them. At the moment it's wholly unnecessary and the only real reason to reduce their speed is to satiate a level of OCD in the EHP/Speed curve.
EDIT: Mandatory equipment fitting on Logi's is also a bad move because then you're just going to have people clamoring for Type-II Logi's that are more oriented for combat. They're doing that -already- so adding ammo to the argument isn't helping much. I'm all down for decreasing PG/CPU and decreasing fitting costs for equipment though.
Bad tinfoil is bad, it's hard to overlook it Aeon
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 03:53:00 -
[248] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Going to echo Kalante's concerns about the Assaults.
The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory. Amarr Assaults -maybe- a problem because they have a really good slayer bonus toward a very powerful weapon system (scramblers/assault scramblers).
This nerf is universal though and while it's great that it helps Logis, it's nerfing Assaults for the sake of 'progression' and 'making sense' with no real cause. I'd imagine someone (probably a CPM) sat behind the curtain and nudged this change along with the good intentions of making Logis and Commandos more viable but at the same time did one of the following:
a) Instituted a level of anti-assault bias in what can only be considered an unnecessary Assault nerf. b) Figured that the hit to Assaults would be temporary and that we'd be okay with taking that hit until changes were made to re-balance us (even though we're still waiting for decent bonuses) c) Simply overlooked it.
None of those are a good justification for why we shouldn't iron this out -now- and honestly, if your problem is the Minmatar Assault, hit the Minmatar Assault. Leave the Assaults at their current speed, buff the Logis, and then we get around to having more viable bonuses for Assaults -THEN- we can nerf them. At the moment it's wholly unnecessary and the only real reason to reduce their speed is to satiate a level of OCD in the EHP/Speed curve.
EDIT: Mandatory equipment fitting on Logi's is also a bad move because then you're just going to have people clamoring for Type-II Logi's that are more oriented for combat. They're doing that -already- so adding ammo to the argument isn't helping much. I'm all down for decreasing PG/CPU and decreasing fitting costs for equipment though. Bad tinfoil is bad, it's hard to overlook it Aeon
So then what's the reasoning behind the universal nerf? Serious question, I'm not tin-foiling here, because I can't see any other justifiable reason than 'because Minmatar too stronk' or 'because it looks better on paper'.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.28 03:55:00 -
[249] - Quote
CCP Rattati wrote: Logis need to be able to get out of danger, and follow their friends even if the logi is brick tanked for the occasion. A non tanked Logi can barely keep up with a brick assault right now.
Indeed but with all due respect Lord Deathstare [your new Imperial nickname] their speed increase does not need to come at such a significant cost to the Assault role whose fundamental purpose is to provide a mobile frontline.
Aeon Amadi wrote: 'because Minmatar too stronk'
Catmerc has been rubbing off on you. "Maikelele is too stronk!"
"Crush all who complain!"
- Arkena Wyrnspire
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 03:56:00 -
[250] - Quote
True Adamance wrote:
Indeed but they do not 'need' to be outrunning the primary frontline soldiers they are supporting. They 'can' however afford to be faster.
What this guy said.
Just make Logis and Assaults have the same speed without having to try and shoe-horn this EHP/Speed thing. Logis keep up with the rest of the pack, Assaults continue to do their job, everyone is happy.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.28 03:57:00 -
[251] - Quote
Okay Rattati, I think the big point of contention is not so much logis being equal or faster, but assaults losing speed when their primary purpose is rapid deployment and pushing objectives. And again, nerfing one while buffing the other leads to things like god-mode tanks from 1.7, when AV was nerfed and tanks were buffed.
In short, I want the logi to be buffed, but not at the expense of the assault suit. If your dead-set on reducing their speed, perhaps look at reducing it very slightly, maybe on the order of 0.2-0.3 m/s. The current 0.5 m/s? (cant really tell on the graph) is harsh on its own, but couple that with a buff to logi/commando speed buffs?
If you have one, I think a lot of us would really appreciate seing a proposal on a spreadsheet so we can make accurate opinions. If for instance you posted a spreadsheet showing assaults all losing 0.2 m/s instead of what I fear to be 0.5 m/s or more judging by the charts, my opinion on your initiative would drastically change.
Whirly gun make much thunder! - Victor
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 03:58:00 -
[252] - Quote
Aeon Amadi wrote: EDIT: Mandatory equipment fitting on Logi's is also a bad move because then you're just going to have people clamoring for Type-II Logi's that are more oriented for combat. They're doing that -already- so adding ammo to the argument isn't helping much. I'm all down for decreasing PG/CPU and decreasing fitting costs for equipment though.
Would this not be an example of Tiericide? Is this not a good thing?
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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CCP Rattati
C C P C C P Alliance
23
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Posted - 2015.05.28 03:59:00 -
[253] - Quote
Pokey Dravon wrote:Perhaps instead of a speed to HP curve, its speed to mobility curve, where mobility is defined as a function of speed and stamina? You could then vary speed for logistics to maintain the proper mobility by throttling stamina as your independent variable?
Why not both!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 04:01:00 -
[254] - Quote
Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which ... mobility crossing into Scout territory.
http://www.protofits.com/fittings/shared/1192/11893
^ 850HP at ~9 m/s sprint.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.28 04:03:00 -
[255] - Quote
Feeding of Pokeys idea of HP to mobility, we could have assaults and logos have the same walk speed, while logos gain more sprint speed and more stamina.
So both can walk and fire at the same speed, but since the logo has less health than the assault, it gets more sprint speed in order to get out of dodge, and more stamina to be able to consistently outrun a chasing assault.
Whirly gun make much thunder! - Victor
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Booby Tuesdays
Bad Mother Thukkers
1
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Posted - 2015.05.28 04:11:00 -
[256] - Quote
Alena Ventrallis wrote:Feeding of Pokeys idea of HP to mobility, we could have assaults and logos have the same walk speed, while logos gain more sprint speed and more stamina.
So both can walk and fire at the same speed, but since the logo has less health than the assault, it gets more sprint speed in order to get out of dodge, and more stamina to be able to consistently outrun a chasing assault.
Logis walk faster, Assaults sprint faster. Logis also get faster sprint, but not as fast as Assaults. Logis have high stamina, but not as high as Assaults. Simple, Logis get a buff, Assaults get dialed in.
Half Assed Forum Warrior - Half Decent Commando - Damn Good Logi - Matari Freedom Fighter lvl 8
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 04:13:00 -
[257] - Quote
Adipem Nothi wrote:Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
http://www.protofits.com/fittings/shared/1192/11893^ Roughly 850HP at almost 9 m/s sprint. It isn't as overt a case as the MN Assault, but this is definitely Assault HP moving at Scout Speeds.
That fit is all over the place lmfao, did you make that just so you could say it was possible for a Gallente Assault to border Scout turf? That fit is just awful.
First of all, having Shield Extenders on a Gallente Assault is just dumb no matter what. Sure, you get 340 Shield HP but it's going to take you 24 - 28.5 seconds to fully recover that amount, of which it's going to be stopped -every time you take a bullet and every time you twist your ankle wrong on a 2m fall.
Precision Enhancer is about damn pointless when it's only good for finding anything besides Heavies at your limited 15m range. Plus, you have an Active Scanner, so the precision enhancer should be replaced.
Armor repair rate is abyssmal and with the hybridized Ferroscale/Vanilla plate combo you're unnecessarily taking mobility loss when you could have just used Reactives. With that low of repair rate and the split-tank you'll likely spend more time recovering than actually fighting and the window for said recovery is so extensive that anyone who came along would put you in the dirt. Too much risk in that.
And the Kin-Cats don't offer any benefit at all apart from your shotgun because sprinting has little to no application in combat outside of getting within Nova Knife/Shotgun range. Of which, there are much better suits/roles.
EVEN IF you want to dispute what I've said here - it's not a competitive fit, because if it were, you'd see it being used more often.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 04:18:00 -
[258] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
http://www.protofits.com/fittings/shared/1192/11893^ Roughly 850HP at almost 9 m/s sprint. It isn't as overt a case as the MN Assault, but this is definitely Assault HP moving at Scout Speeds. That fit is all over the place lmfao, did you make that just so you could say it was possible for a Gallente Assault to border Scout turf? That fit is just awful. First of all, having Shield Extenders on a Gallente Assault is just dumb no matter what. Sure, you get 340 Shield HP but it's going to take you 24 - 28.5 seconds to fully recover that amount, of which it's going to be stopped -every time you take a bullet and every time you twist your ankle wrong on a 2m fall. Precision Enhancer is about damn pointless when it's only good for finding anything besides Heavies at your limited 15m range. Plus, you have an Active Scanner, so the precision enhancer should be replaced. Armor repair rate is abyssmal and with the hybridized Ferroscale/Vanilla plate combo you're unnecessarily taking mobility loss when you could have just used Reactives. With that low of repair rate and the split-tank you'll likely spend more time recovering than actually fighting and the window for said recovery is so extensive that anyone who came along would put you in the dirt. Too much risk in that. And the Kin-Cats don't offer any benefit at all apart from your shotgun because sprinting has little to no application in combat outside of getting within Nova Knife/Shotgun range. Of which, there are much better suits/roles. EVEN IF you want to dispute what I've said here - it's not a competitive fit, because if it were, you'd see it being used more often. I'll start taking your advice on shotgun loadouts the moment you kill me with a shotgun loadout :-)
Shoot scout with yes. - Ripley Riley (for CPM2)
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Archduke Ferd1nand
Nos Nothi
486
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Posted - 2015.05.28 04:19:00 -
[259] - Quote
Well, looks like Commando is new FOTM...
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 04:22:00 -
[260] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:You're doing it wrong I'll heed your counsel on shotgun loadouts the moment you kill me with a shotgun loadout :-) PS: You missed the point. Assaults other than Minmatar can cross into Scout mobility territory.
Anyone can cross into Scout mobility turf if that's all you focus on. Doesn't mean it's going to be competitive or in any way viable.
EDIT: In response to your post, no - they wouldn't. They'd just run Scout. Because if they wanted to run a Heavy-Scout, they would do so, but the mobility restrictions inherent to the suit prohibit that in a nasty way by forcing you to focus fitting. If it were as easy as you say, they'd already be doing it.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.28 04:23:00 -
[261] - Quote
Adipem Nothi wrote:I'll start taking your advice on shotgun loadouts the moment you kill me with a shotgun loadout :-) PS: You missed the point. Assaults other than Minmatar can cross into Scout mobility territory.
Well that's a rather overly literal and silly statement to make, I certainly see your point though, when you are compromising the fittings effectiveness.
I created a 3x Kinetic Catalyzer Ak.0 with Assault/Logi Speed just as I can created a scout with Commando tier HP values.
"Crush all who complain!"
- Arkena Wyrnspire
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 04:23:00 -
[262] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:You're doing it wrong I'll heed your counsel on shotgun loadouts the moment you kill me with a shotgun loadout :-) PS: You missed the point. Assaults other than Minmatar can cross into Scout mobility territory. Anyone can cross into Scout mobility turf if that's all you focus on. Doesn't mean it's going to be competitive or in any way viable.
Does it work both ways? Can a Scout cross into Assault HP territory and maintain 9 m/s sprint?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 04:25:00 -
[263] - Quote
Adipem Nothi wrote:Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote:You're doing it wrong I'll heed your counsel on shotgun loadouts the moment you kill me with a shotgun loadout :-) PS: You missed the point. Assaults other than Minmatar can cross into Scout mobility territory. Anyone can cross into Scout mobility turf if that's all you focus on. Doesn't mean it's going to be competitive or in any way viable. Does it work both ways? Can a Scout cross into Assault HP territory and maintain 9 m/s sprint?
Can an Assault get a Cloaking Device, two equipment slots, and inherent low profile without having to sacrifice a boatload of fitting to do it?
EDIT: Stop being stupid and thinking that everyone wants to be a Scout. If we wanted to play Scout, we'd spec into Scouts. Your inability to let that **** go is borderline infuriating because of just how dumb your arguments are becoming to try and prove your misguided point.
EDIT: Furthermore, using it as a means to prevent -AN ENTIRE CLASS OF DROPSUITS- from being viable and directly contradicting the people -that actually play those roles with dedication- is just going to show that you have nothing beneficial to offer here.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Archduke Ferd1nand
Nos Nothi
486
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Posted - 2015.05.28 04:28:00 -
[264] - Quote
I disapprove of this change...It really just leads to more brick tanking because it destroys speed tanking entirely...also, it removes all viable shotgunning suits, which really REALLY REALLY SUCKS.
Scouts are horribly easy to kill, and can't get a kill off on a heavy because the heavy will kill the scout before the scout can kill the heavy.
Assaults (MN) are great for shotgunning because of speed combined with enough shield/armor to survive the spray and pray of shooting someone initially.
I really hope you rethink this change, or just nerf assault HP instead of speed.
HP is the problem, not the speed. Please don't make an already clunky game even clunkier.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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alias lycan
Capital Acquisitions LLC
44
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Posted - 2015.05.28 04:28:00 -
[265] - Quote
Cross Atu wrote:alias lycan wrote:Cross Atu 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. As a CPM and thus community rep I feel it important to confirm, publicly and on the record that CCP Rattati is not a sufferer of melissophobia, unlike some poor unfortunates in our community. Rattati wasnt around long enough to remember. The real vets still have scars from the numerous stings. I believe rattati mentioned something about cal logis being punished for old sins. Well the sin was it was the only suit that could have 600 shielding with room to spare. Yeah I remember the old "sins" and how all logi frames were punished for the sins of the Cal racial logi skill. The Cal skill was a bad idea, the following logi nerfs were a bad idea, and the melissophobia then and now remains a bad idea. Scrambler Rifle over performing? Don't nerf the Amarr Assault or Commando to fix it, because that doesn't. Double repped, double hardened armor HAV fits over performing? Don't nerf the base cassias of all HAVs to address an over powered synergy. Myofibs granting more jump than intended, don't nerf the Cal and Min frames slots to block stacked Myos, just address the Myos themselves. TAR killing LAVs at range? Nerfing the native armor regen and base HP of the Gal Assault isn't the proper fix. Cal Logi racial bonus brokenly OP? Should not have resulted in nerfing logistics frames, or even the Cal frame, the bonus should have been fixed. Same with the present day "Assaults have no reason to be run as slayer fits unless they're the best of class in both speed and HP within the medium line" then that right there is a problem. Just like it would be a problem if there was no reason to run a scout unless they had assault HP, or no reason to run a heavy unless they had assault movement speeds. There should be a reason why the assault is the assault that does not require it to have better movement and better HP. The trend of them being inverse is already present in many aspects of the game as we can all see from how the balance between light, medium, and heavy frames works, so if they are truly lacking without having this imbalanced stacking of both then other aspects of the class - like their racial bonuses - really need to be looked into. 0.02 ISK The skill isnt what broke the suit. It had 9 mod slots plus a ton of cpu. The suit was already broken the skill just made it worse. This is why both the suit and the skill needed a change. For most of this games history logis always had 1 more mod slot than assaults. This combined with more fitting space made it an easy option for slay fits. Even after the nerf it was still entirely possible to run 1000 ehp suits when this was an absurd amount for any med frame. What we're looking at right now is something similar to the past. With the proposed change logis will have equal mod slots more speed more cpu/pg and the option to run extra equipment. Now how is that not more appealing? Im not saying logis dont need help but Ratatti needs to learn some history or its bound tp repeat itself |
Adipem Nothi
Nos Nothi
10
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Posted - 2015.05.28 04:28:00 -
[266] - Quote
All I'm doing is challenging your claim, Aeon:
Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
This claim is false. If the MN Assault were magically removed from play, do you think all would be well and balanced?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Vesta Opalus
Ostrakon Agency Gallente Federation
756
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Posted - 2015.05.28 04:31:00 -
[267] - Quote
Commander Noctus wrote:This I like. A commando that can actually get around the battlefield without an LAV. And that potential Gallente burst is absolutely lovely. I'd like to see the Caldari get some kinda special little bonus themselves though...perhaps a shield tank/regen buff? Jump buff? Weapon buff? Discussion for another time. That being said, as I have asked for a Logi buff before, my worries are the same as those that have already been voiced: Slayer Logi's/Killer Bees. But I'm not terribly afraid since things now between the two medium frames are much different than before. 1) Logi's have less tank and slightly less potential for tank as Assaults.* 2) Logi's lack weapons' bonus (to their racial guns) and lack a sidearm (minus Amarr). Some argue that they're lackluster, but that doesn't mean they don't play a part in gunfights. 3) Their EWAR is slightly better at finding people, but not for hiding. Adding more Dampeners means they lose tank. *The only thing that is irksome is that Logi's will have a noticeable CPU/PG difference between them and Assaults, affecting the tank. But only time will tell. Until then, I'll be eagerly waiting to rush opponents with my crazy-fast, shotgun toting Galmando
I can get ~277 shield and 477 armor for a total 754 hp (no I didnt check my math, its close enough!) on an advanced Amarr Logi, and thats with using good equipment with only lvl 3 amarr logi skill (lvl 5 would give me more pg/cpu to work with via equipment fittng cost bonus). It would be very easy with the speed buff to make a suit that outperformed the Gallente and Caldari assaults in every way except for a very marginal hp difference on the gallente assault. Even without the speed changes I already consider my advanced amarr logi fit better than equivalent level Gal/Cal fits (except for hp stacked Gal fit), after the buff its going to be 100% preferable.
On the other side of the scale the min logi is going to be a terror in pubs with a shotgun/remotes/nanohives/injector/uplinks suit with a kincat or two. They cant get near the assault's raw health (I think it was ~100-150 lower, I forget exactly) with the same fit, but it goes significantly faster and is much more versatile due to the equipment.
Im much less worried about the Cal Logi, since it just sucks butt, and the Gal Logi is probably not much of a problem either, but this logi buff is going to obsolete alot of roles that should be performed by assaults in favor of filling them with a logi. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
10
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Posted - 2015.05.28 04:35:00 -
[268] - Quote
Adipem Nothi wrote:Please dial down the crazy. All I'm doing is challenging your claim, Aeon: Aeon Amadi wrote: The only Assaults that could even remotely pose a problem right now are Minmatar Assaults which have incredible versatility, excellent bonuses geared for slaying, and the mobility crossing into Scout territory.
^ I believe this claim to be false. If the MN Assault were magically removed from play, do you think all would be well and balanced?
No, you're not. You're contradicting my claim by using terrible examples, shoddy results, and cherry picked data. You're not doing anything beneficial here except for trolling - per the norm - and trying to institute this superiority complex that somehow everyone is trying to infringe on what you do because #reasons, ignoring the fact that if they wanted to they would have already. What's worse is you're not doing it for any particular reason other than to simply -be contradictory- because there is absolutely nothing to gain from this argument besides your personal satisfaction that someone might buy into your -100000000/10 troll.
In either case, your argument has -absolutely nothing to do- with Assault speed as a whole because the issue of the Minmatar Assault 'heavy scout' has only arisen recently after it received a buff whereas every other Assault hasn't seen changes since 1.7 and has yet to follow suite in what you would have us believe is an epidemic of players running around with 900 EHP dual-tanked suits and kin-cats to put them at 9m/s, yet in another thread go on to complain that brick tanking is a problem because armor plates are the most bought item.
You can't decide which you want to go with because there is absolutely no validity to either claim: Either players are running speedy/high EHP dual-tank suits or they're running slow, brick-tanked armor suits. Pick one and stick with it less you look even more like a fool.
EDIT: And don't you dare tell me to 'dial down the crazy' when you're deliberately trolling. You made your bed, now lay in it.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ. LASERS BTCH!!!!!!
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Archduke Ferd1nand
Nos Nothi
487
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Posted - 2015.05.28 04:37:00 -
[269] - Quote
Aeon: You're stupid to think that the Min assault is the best slayer assault.
Most versatile, yes.
Good slayer, yes.
Best slayer? Absolutely not. Assault wise, Gallente is the best 1v1 suit, tied perhaps with Amarr. Caldari is great if there are no scrubler rifles on the field.
People need to realize that the biggest problem in this game isn't players who can move fast because they don't give into the brick meta, but the brick meta itself which has created this irrational hatred towards fast moving suits.
BRB, looking for socks
PSN: tommygunboy2080
I shit shotgun shells and piss Remote Explosives
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Vesta Opalus
Ostrakon Agency Gallente Federation
756
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Posted - 2015.05.28 04:37:00 -
[270] - Quote
CCP Rattati wrote: Logis need to be able to get out of danger, and follow their friends even if the logi is brick tanked for the occasion. A non tanked Logi can barely keep up with a brick assault right now.
Just remember that the ability to get out of danger can be easily retasked to be an ability to murder people quickly.
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