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Thread Statistics | Show CCP posts - 2 post(s) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 18:40:00 -
[1] - Quote
Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times.
http://blog.us.playstation.com/2012/02/17/the-future-of-war-building-dust-514s-arsenal/ No. I won't stand for misinformation. Even before the game was in closed bea, it was already specifically mentioned that in the weapon description (via dev blogs) that the HMG didn't have spool-up time.
"A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname GÇ£DeathGÇÖs Engine.GÇ¥ Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential."
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 18:55:00 -
[2] - Quote
mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be.
You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal.
I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted).
I don't see the good this will do.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 19:01:00 -
[3] - Quote
mr musturd wrote:KAGEHOSHI Horned Wolf wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. You haven't made an argument as to why this is actually needed in Dust's current form. As for the realism argument, in case anyone wants to bring that up: 1) Balance > realism. 2) We'e wearing powered suits, so w could have powered motors that compensate for our masses to ensure turning speed is equal. I know it's popular to hate on heavies, because no matter how much they get nerfed, they still "feel" OP to people, but do heavies need a nerf right now? because I don't think they do. Likewise, do lights need a turning speed buff right now -- basics, and Minmatar and Amarr scouts might need a buff, but not all lights in general. The alternative method to achieving this difference between frame size turning speeds without needlessly buffing lights/scouts would be to nerf mediums (unwarranted), and to extra-nerf the heavies (extra-unwarranted). I don't see the good this will do. You seem to miss the part about this not being a heavy nerf. I actually run heavy myself, this would effect all suits not just the fat boys o7 But isn't the idea to have heavies turn slower, and scouts turn faster? Intentionally or not, heavies would be hurt more than other suits. Also, you never did explain what benefit it would add to the game.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 22:43:00 -
[4] - Quote
Tech Ohm Eaven wrote:KAGEHOSHI Horned Wolf wrote:Operative 1174 Uuali wrote:mr musturd wrote:CCP Rattati wrote:remind me Dont remember exact values, but the fat boys were the slowest turning and scouts were the fastest, makes sense imo. Or if there was a way to factor in the amount of armor to effect turn speed instead of just sprint/walk speed that'd work too, the heavier the suit the slower the turn speed should be. Yeah, heavies need some kind of limitation. The slower turning would help and didn't the HMG used to have to spin up more before it could put out damage? Something needs to be done about this heavy spam. No reason ro have to turn to REs. We should be able to keep it a good ol' fashion fire fight. There is no choice, but to fight in close quarters to gain objectives. If this were a game that promoted spreading out and taking alternate routes around the map then heavies would make sense say, guarding a certain corridor to force paths of entry. Right now it's just turtle city most times. http://blog.us.playstation.com/2012/02/17/the-future-of-war-building-dust-514s-arsenal/No. I won't stand for misinformation. Even before the game was in closed bea, it was already specifically mentioned that in the weapon description (via dev blogs) that the HMG didn't have spool-up time. "A multi-barrel, rotary drive machine gun, the autocannon is a singularly devastating anti-infantry weapon. Eschewing the advantages of a lighter frame in favor of stopping power, the exponentially increased heat and vibration produced by this Boundless Creation-developed weapon makes it almost unbearable to fire. Yet despite this fact, its above average hit ratio and extreme rate of fire has earned it the nickname GÇ£DeathGÇÖs Engine.GÇ¥ Unlike earlier models, the weapon requires no spool up time; rounds are expelled the instant the trigger is pressed. This comes at the cost of initially reduced accuracy as the counter-rotating drives slowly align. Once fully aligned, however, the autocannon produces a pinpoint stream of gunfire with unmatched killing potential." Bs Total bullshit the same as the description of a heavy standing toe to toe with a tank Hmg in replication had spoolup time I was there I ran heavy The heavy had to constantly feather press r1 hmg trigger like a squirrel on crack until we spotted a target Feather press r1 hmg trigger was to shorten spinup time Nope. Post proof, or it didn't happen. And a heavy can go toe to toe with a tank with sufficient cover and a forge gun.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.01 23:25:00 -
[5] - Quote
Tech Ohm Eaven wrote: Sagaris tanks instakilling forgegun using heavies never happened ?
Done with your bs
Later.
Lol you mad.
Like I mentioned, "sufficient cover." You butchered that quote, so might want to fix that. I asked you for the build in which it supposedly disappeared, so I can look for videos before that build to try to settle this, but seems like you're not actually interested in answers, you just want to make claims without backing them up, and whine about heavies. Well I'm glad you're done.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.07.02 08:56:00 -
[6] - Quote
Adipem Nothi wrote:Andris Kronis wrote:Not even being able to turn around quickly enough, that would be utter crap. One of the best things about Chromosome (in my opinion) was that a newbro who got the drop on a vet could kill that vet. Like in other shooters. Rotation speed played a part in that. While turning slowly is a crappy experience, it is also a crappy experience for newbros to sneak up behind another infantry unit, shoot it in the back, and somehow lose the engagement. Some goes for veteran knifers and shotgunners of the paper-thin variety. The best knifer in the game is apparently concerned about spin-and-win in the present build; do you think it'd be wise to dismiss those concerns? As Dust evolved over time, the difference between weapon tiers (used to be higher), the power of proficiency skills (used to affect both shields and armor), the difference between suits of different tiers (higher tier suits used to have better base HP), and time-to-kill all diminished. Because of all these things, plus the advent of actually functional aim assist, I would argue that a new player sneaking up on a vet now actually have much better chances of killing they vet than they did years ago. We don't need painful rotation nerfs to help new players, especially since new players will likely hate it given how used they are to much faster turning shooters.
As for the idea that being able to kill someone more easily by sneaking up being inherently good, I disagree at a certain point, and I think Dust is already at a good balance on that front. One of the things I like about Dust is that when someone sneaks up on you and tries to kill you, if you're skillful enough, you can still win the engagement despite the initial disadvantage. This is something you can't do as well in most shooters like CoD or BF; someone sneaks up on you, and you're dead in like 4 shots fired in a fraction of a second. There needs to be a balance between rewarding stealth, and rewarding skill, and Dust already does that well, and I don't think changes are needed in that regard.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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