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CCP Rattati
C C P C C P Alliance
24
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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"
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Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 08:47:00 -
[2] - Quote
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.
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DozersMouse XIII
Fatal Absolution Negative-Feedback
1
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Posted - 2015.06.24 08:49:00 -
[3] - Quote
Storm raider
addicted to the Kubo's GMK-16 banana cannon
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.06.24 08:50:00 -
[4] - 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"
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The KTM DuKe
0uter.Heaven
364
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Posted - 2015.06.24 08:51:00 -
[5] - Quote
Waiting for the new FOTM 
"Have fun and don't be an aGÇóGÇó hole" zaria min deir. \o/
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Coincidental Jones
Krullefor Organization Minmatar Republic
6
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Posted - 2015.06.24 08:55:00 -
[6] - Quote
Jack McReady wrote: 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.
I would atleast expect it to absorb one bullet up close before regeneration is gone.
The threshold value is calculated per hit, not based on a minimal time frame, and thus the mechanic does not allow for "stopping one bullet"
As someone with all Caldari frames at Proto, I'm very excited about this change. |
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Jack McReady
DUST University Ivy League
2
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Posted - 2015.06.24 08:55:00 -
[7] - Quote
CCP Rattati wrote: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. 
I am not complaining, just expected something else 
Coincidental Jones wrote:Jack McReady wrote: 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.
I would atleast expect it to absorb one bullet up close before regeneration is gone.
The threshold value is calculated per hit, not based on a minimal time frame, and thus the mechanic does not allow for "stopping one bullet" As someone with all Caldari frames at Proto, I'm very excited about this change. and as such you have to be far outside of someones optimal range. |
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Drako Mordaki
Hellstorm LLC
2
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Posted - 2015.06.24 09:04:00 -
[8] - Quote
My body is ready  |
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 09:13:00 -
[9] - Quote
I am at work and typing on my phone so I apologize for not being my usual eloquent self, Rattati. First, Threshold good. Helpful, maybe. Shield suits still inherently have ass stats other than Scouts. I think buffing the base Recharge and Depleted for Caldari suits would not be out of line. An Amarr with Armor Reps and a Long Range weapon basically does what Caldari are supposed to do and the Amarr is less ass in a stand up fight. Threshold won't change that.
The "speed alignment with HP" has worried me for some time. The ONLY thing going for Assaults as a whole previously was that they got a lot of EHP without paying for it in a speed nerf. With that gone and Logistics being faster with only slightly less HP and 3 or 4 times as many equipment slots, I see the Assaults being more SP intensive Frames, especially with some of the lacklustre bonuses that Assaults can get.
Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits.
I'll be waiting for you in Vegas ^_^
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.24 09:34:00 -
[10] - Quote
The min assault will have 20% less strafe speed after the change hits. Thats quite significant and i hope it will put an end to thos pesky unkillable super strafers up close.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Jack Boost
Zarena Family
876
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Posted - 2015.06.24 10:10:00 -
[11] - Quote
CCP Rattati wrote:Sprint strafe by 0.1 and Run strafe by 0.2.
Please explain more - my translator gone wild ;) I mean sprint vs run
Not much time left...
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 10:12:00 -
[12] - Quote
Jack Boost wrote:CCP Rattati wrote:Sprint strafe by 0.1 and Run strafe by 0.2.
Please explain more - my translator gone wild ;) I mean sprint vs run My guess is "walk va. Run" / normal movement and fast movement that drains stamina
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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JARREL THOMAS
Dead Man's Game
741
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Posted - 2015.06.24 10:12:00 -
[13] - Quote
Is this post supposed to be here...
Caldari Loyalist. ( -í° -£-û -í°) They see me rollin they Hating (..) ( l: ) ( .-. ) ( :l ) (..)
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Nirwanda Vaughns
1
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Posted - 2015.06.24 10:16:00 -
[14] - Quote
Any chance the base hitpoints on the Recruit C-I and C-II are gonna be fixed? they've not had the buff that assaults got before warlords deployed. the shield changes would make my C-II even more fun to use 
You'll never have enough ISK to buy my C-II BPO
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KGB Sleep
Inner.Hell
1
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Posted - 2015.06.24 10:21:00 -
[15] - Quote
We used the opportunity to fix authoring hierarchy so tweaks will be much easier in the future.
This is the real jewel.
Because beer, that's why.
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NextDark Knight
Hellstorm LLC
800
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Posted - 2015.06.24 10:23:00 -
[16] - Quote
100% cal user here. Biggest problem is scrambler riffle instant death. Yet.. Not really a problem. Btw the recharge your talking about works great on the saga2 vs advanced blaster tanks.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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Jack Boost
Zarena Family
876
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Posted - 2015.06.24 10:25:00 -
[17] - Quote
Joseph Ridgeson wrote: My guess is "walk va. Run" / normal movement and fast movement that drains stamina
Walk was mentioned before.
Not much time left...
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ANAHEIM Darko
Corrosive Synergy No Context
839
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Posted - 2015.06.24 10:33:00 -
[18] - Quote
But....trading? 
Assault ck.0.
Scout ck.0.
Sentinel ck.0
Commando cK.0
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Spaceman-Rob
Dead Man's Game
846
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Posted - 2015.06.24 10:35:00 -
[19] - Quote
For all are sakes Rattati I'm asking you please do something tomorrow about the scrambler rifle that's currently ripping armor to shreds |
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 10:38:00 -
[20] - Quote
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.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Ripley Riley
Incorruptibles
10
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Posted - 2015.06.24 10:47:00 -
[21] - Quote
Joseph Ridgeson wrote:Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits. In my opinion assaults are the jack-of-all-trades but master of none dropsuit. All purpose infantry with bonuses to compliment their respective racial service rifle. The movement speed:eHP ratios for assaults were a bit off, I'll admit to that. It is my hope that the strafe speed nerf + overall nerf to all assault speed will help reduce the wiggle strafing we see so often.
@Ripley_Riley CPM2 candidate. Ripley.Riley on Skype!
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Nirwanda Vaughns
1
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Posted - 2015.06.24 10:57:00 -
[22] - Quote
Ripley Riley wrote:Joseph Ridgeson wrote:Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits. In my opinion assaults are the jack-of-all-trades but master of none dropsuit. All purpose infantry with bonuses to compliment their respective racial service rifle. The movement speed:eHP ratios for assaults were a bit off, I'll admit to that. It is my hope that the strafe speed nerf + overall nerf to all assault speed will help reduce the wiggle strafing we see so often.
which is kinda wrong because thats what the commando's were supposed to be. completely versatile in any situation whereas each racial assault had their 'skills'
Minmatar - Mid range, fast movement, high damage limited HP Gallente - Close range, high damage, good survivability thanks to armour reps. Caldari - Long range, average damage, hit n run/duck in/out style play. almost like a suppressor LMG role Amarr - Mid/Long range average damage, high HP but slow moving. good for mid range area of denial with lasers and point shooting with scrambler.
personally i've always felt the caldari commando and assault are too similar. for about a year now i've been plugging to get the caldari assault bonus changed to a scoped kick reduction to rail rifles to mirror the gallente. that way if a caldari assault is used as intended it'd be a great suit to lay down cover fire, duck behind cover, shields back up and up you pop again to lay down more cover. the reload speed on the cal assault seems like it was just tagge donto it for sake of it
You'll never have enough ISK to buy my C-II BPO
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 10:58:00 -
[23] - Quote
I'm glad the assault speed nerf has been reduced to only a very minor reduction. Assaults will still maintain a greater combination of speed and hp than any other suits.
Regarding the shield threshold, I have no problems with this, however I do not see it having any meaningful effect on the game. I know it was requested a lot by the community, I just don't see why really. I still think shield recharge modules aren't good enough.
Sad to see the Minmatar scout getting nerfed, but I understand why. Hopefully these changes will help the Amarr scout, as well as the main thing being the probable demise of the Minmatar assault as FOTM.
We willl see more logis and commandos, which I'm happy about. I still think assaults will maintain their status as most common suits. Being the most versatile suits I don't have a problem with this. Hopefully suits will be more balanced, there will always be a most popular suit however. Amarr assault maybe? |
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xavier zor II
46
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Posted - 2015.06.24 11:00:00 -
[24] - Quote
The KTM DuKe wrote:Waiting for the new FOTM  
0uter.Heaven
every corp-hopper and their mother joining now
xavier zor's alt
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Joseph Ridgeson
WarRavens
4
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Posted - 2015.06.24 11:06:00 -
[25] - Quote
Ripley Riley wrote:Joseph Ridgeson wrote:Basically, Assaults don't get anything 'cool.' Logis get equipment, Sentinels get BFG's, Commandos get damage and multiple light weapons, Scouts get Cloak + Ewar + Speed, Assaults get minor weapon bonuses. Before they might have been "efficient" with not "having to pay for their HP" but with that gone I think the Assault role is missing something cool/'unfair' like thr other suits. In my opinion assaults are the jack-of-all-trades but master of none dropsuit. All purpose infantry with bonuses to compliment their respective racial service rifle. The movement speed:eHP ratios for assaults were a bit off, I'll admit to that. It is my hope that the strafe speed nerf + overall nerf to all assault speed will help reduce the wiggle strafing we see so often. 'Jack of all Trades' doesn't quite work in my opinion; I have to kindly disagree with you.
It isn't so much they are well balanced as that they are inferior to everything else in multiple different roles. If HP is perfectly balanced with how fast you move for everyone, which this seema to be hoping to do, what is the 'role' of the Assault? To use Hearthstone as an example, every class has something that is super unfair. Kill Command, Fiery War Axe, Life Tap, etc. Same in EVE sorta: Covert Cloak, Insane Tank, Big DPS, even being a super miner.
You could argue that what Assaults had, namely a higher than normal HP:Speed ratio, was their 'unfair' thing. Now? I just don't see them having one that compares to Cloak, BFG, or even all the Equipment ever.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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IAmDuncanIdaho II
Nos Nothi
2
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Posted - 2015.06.24 11:08:00 -
[26] - Quote
Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? |
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 11:10:00 -
[27] - Quote
Joseph Ridgeson wrote:It isn't so much they are well balanced as that they are inferior to everything else in multiple different roles. If HP is perfectly balanced with how fast you move for everyone, which this seema to be hoping to do, what is the 'role' of the Assault? To use Hearthstone as an example, every class has something that is super unfair. Kill Command, Fiery War Axe, Life Tap, etc. Same in EVE sorta: Covert Cloak, Insane Tank, Big DPS, even being a super miner.
You could argue that what Assaults had, namely a higher than normal HP:Speed ratio, was their 'unfair' thing. Now? I just don't see them having one that compares to Cloak, BFG, or even all the Equipment ever. I agree with what you are saying. However, in order to balance hp and speed across all classes, CCP would have to nerf assault speed by 5%, as orginally planned. Following community feedback, Rattati has reduced this nerf to only -1% speed. Thus assaults will still lie well above the speed / hp relationship. |
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demonkiller 12
TERRA R1SING New Eden's Heros
788
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Posted - 2015.06.24 11:13:00 -
[28] - Quote
The KTM DuKe wrote:Waiting for the new FOTM   my amarr assault with a combat riffle and 3 precision enhancers, speed tanked of course like always |
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.06.24 11:20:00 -
[29] - Quote
IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? It appears Rattati has modified stamina and stamina regen stats for Amarr and Minmatar across all suit classes. Minmatar apparently had too much of a mobility advantage, and Amarr too little.
As this is a change to all suit classes, scouts have to change to keep them in line.
It is regrettable, as stamina regen is so important to the Minmatar scout, which certainly isn't an overpowered suit. It's worth noting though, that the total stamina will be buffed, making speed deploys easier, whilst mitigating some of the regen nerf.
Perhaps the change won't be so bad, we will see. |
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demonkiller 12
TERRA R1SING New Eden's Heros
788
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Posted - 2015.06.24 11:23:00 -
[30] - Quote
IAmDuncanIdaho II wrote:Varoth Drac wrote: Sad to see the Minmatar scout getting nerfed, but I understand why.
You do?...can you explain? because the ****** could knife you without even being near you |
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