|
Author |
Thread Statistics | Show CCP posts - 8 post(s) |
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 08:36:00 -
[1] - Quote
Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks.
Mobility After lengthy discussions about mobility (speed, strafe, sprint and stamina), here are updated numbers that will be deployed tomorrow.
Hotfix Warlords 1.1.3
We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future.
Speed Changes Meant to align and rebalance based on a speed vs health curve, while reigning in assault speeds, MI in particular. We have made the changes much smaller than originally proposed.
Big buff: Commandos and Logistics, Small buff: Basic-H Small nerf: Assault and Basic-L. Plan is to add more HP to Basic-L later.
Strafe Changes Overall reduction of strafe speeds, as calculated with a modifier to speed. Walk strafe reduced by 0.1, Sprint strafe by 0.1 and Run strafe by 0.2. Crouch Strafe aligned to 1 for all roles.
Stamina Changes Aligned to make Amarr and Minmatar have the same "mobility", i.e travel the same distance in a similar timeframe. Average speed remains highest for MI and lowest for AM.
Stamina Recovery reduced for all MI roles as they were, due to a calculation error, double counting a bonus, making them outrun Amarr more than intended.
Buff: Commandos Alignment benefits AM the most but not for all roles, CA/GA overall unchanged, MI overall reduced
Now that we have a much better framework (i.e. calculations that are simple and intuitive, we can tweak based on feedback.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 08:50:00 -
[2] - Quote
Jack McReady wrote:CCP Rattati wrote: The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks.
6 damage? with such a low value the threshold is nonexistant in normal combat encounters. it would only work at extreme range where every weapon deals almost no damage anymore.
It's intended to stop plinking, like stray smg or hmg rounds from afar, at least to begin with. I guess it's possible to complain about anything.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 13:23:00 -
[3] - Quote
Yeah, there are three areas I would want to focus on, which are min and am scouts, light dropsuits and ga/ca assault. To me they are the weakest from a design perspective.
1) we can increase fitting on min scout and buff amplifiers for am scouts 2) buff ehp on light scouts to make them a bit easier to get into 3) fix the AR situation + make the ga bonus better, and change ca bonus to recoil.
With limited tiericide (no slot progression, only PG/CPU), there will be so many new options and chaos, that I think that needs to happen first though.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 13:24:00 -
[4] - Quote
Adipem Nothi wrote:Joseph Ridgeson wrote:Jack Boost wrote:Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before. Didn't see that. My next guess! Walk is barely pushing the stick. Run is normal speed, stick pushed all the way forward. Sprint is what uses Stamina. ^ I believe this is correct.
It is correct
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.06.24 14:09:00 -
[5] - Quote
plan is to deploy tomorrow
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.07.03 14:04:00 -
[6] - Quote
jace silencerww wrote:Rattati what happen to the Commando extra slot and such? news soon
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
24
|
Posted - 2015.07.04 15:09:00 -
[7] - Quote
What may not be obvious, is that I am aiming for a clear matrix of "best" in class per role per faction of stats.
That means cleaning up the many discrepancies we have, simple logical systems of calculations and then iterations according to a bigger plan.
Imagine a table with factions and roles on the left, and all the stats on the right as columns. Then a color oaf varying greens and reds to indicate best and worst. That's the master plan. Then we can all argue over why something is better than the other thing and how it should be changed.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
|
|