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Thread Statistics | Show CCP posts - 2 post(s) |
jace silencerww
Mikramurka Shock Troop Minmatar Republic
180
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Posted - 2015.07.02 06:21:00 -
[61] - Quote
Knight Soiaire wrote:Limiting turn speeds based on frame size is a terrible idea. There is a reason why it was removed, and it's because it was dumb.
yes there Is a reason- heavies whine to CCP when they could not defend "aka turn around" themselves stop the one scout suit that was in the game from using a shotgun to kill them. well shoot one shot then jump over while the heavy was turning around and finish off the heavy with another 1-2 shots.
lol back then most scouts had 87-150 shield and 175-250 armor. so it took just a handful of shots at most to kill. |
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.02 06:52:00 -
[62] - Quote
I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Andris Kronis
Molon Labe. RUST415
89
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Posted - 2015.07.02 07:33:00 -
[63] - Quote
With all the kangaroo MD users, making heavies turn even slower would be excruciating. I don't even play heavy and even as a logi watching people strafe vertically 10m or more up I get frustrated I can't shoot em.
Not even being able to turn around quickly enough, that would be utter crap.
Yes, my name is Latvian, I know .... well done.
Would you like a cookie?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.02 08:05:00 -
[64] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
It only works if you set the slowest turners as exclusive long range fire support.
You'd need to define intended effectice ranges by suit class.
It's a nightmare pain in the ass to balance.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 08:18:00 -
[65] - Quote
LUGMOS wrote:Adipem Nothi wrote:This HMG design pulls left and right; trying to pan in either direction while firing would be met with significant resistance. If both were spinning opposite directions, they would cancel no? No clue. I'd expect the net effect would be increased stabilization, but I am no physicist.
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. Absolutely fair; I'd forgotten about that last point. Assuming adjustments prove warranted, is HMG spool up off-the-table as well?
Shoot scout with yes. - Ripley Riley (for CPM2)
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 08:19:00 -
[66] - Quote
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 paper-thin knifers and shotgunners. 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?
Shoot scout with yes. - Ripley Riley (for CPM2)
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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 -
[67] - 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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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 09:30:00 -
[68] - Quote
KAGEHOSHI Horned Wolf wrote: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? 1. 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. 2. 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. 3. 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. 4A. There needs to be a balance between rewarding stealth, and rewarding skill 4B. Dust already does that well, and I don't think changes are needed in that regard.
1. With respect, I seriously doubt that today's newbro has better odds in this regard than yesterday's. In my observation, the performance disparity between newbro and vet has never been greater. HP pools have nearly doubled since Chromosome; I don't recall ever seeing 1000 HP Assaults back then; today, they aren't uncommon. Lower TTK and lower rotation speeds made it more than possible for a newbro to overcome the hitpoint gap and drop a vet he'd successfully flanked. This was especially true for shotgunners. Today, this is no longer the case.
2. I agree, and it is off the table anyway. Frankly, I'd love to see faster rotation speeds across the board but -- in a game where 300HP units need be as viable as 1,500HP units -- I've no idea how such a thing might be balanced.
3. I'm sure some like it, but getting outplayed then winning isn't a feature in my book. At 400HP, I don't often get away with mistakes. Why should the other guy? If hp-tanking is a more a viable and prolific playstyle than other playstyles, can we claim that playstyles are in balance?
4A. Absolutely agree. 4B. I believe that's up for debate. Musturd's concerns here reinforce that belief.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Darken-Sol
Intruder Excluder
2
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Posted - 2015.07.02 10:14:00 -
[69] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
Good man. Why should a heavy be gimped in cqc? Its all they got.
Crush them
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Knight Soiaire
Fatal Absolution Negative-Feedback
6
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Posted - 2015.07.02 12:30:00 -
[70] - Quote
jace silencerww wrote:Knight Soiaire wrote:Limiting turn speeds based on frame size is a terrible idea. There is a reason why it was removed, and it's because it was dumb. yes there Is a reason- heavies whine to CCP when they could not defend "aka turn around" themselves stop the one scout suit that was in the game from using a shotgun to kill them. well shoot one shot then jump over while the heavy was turning around and finish off the heavy with another 1-2 shots. lol back then most scouts had 87-150 shield and 175-250 armor. so it took just a handful of shots at most to kill.
But Scouts no longer have that little EHP. When it comes to things like balancing frame sizes, basic game mechanics like turning speed should never come into question.
We already have ****** up aiming, so why **** it up anymore just so Scouts can play make-believe ninjas. |
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Cody Sietz
Random Gunz Rise Of Legion.
4
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Posted - 2015.07.02 13:01:00 -
[71] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. This was, of course, when heavies had less ehp and no resistance.
It still doesn't make sense that a heavie should be able to survive being shot with back for only for him to turn around instantly and HMG his way out of it.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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mr musturd
Nos Nothi
694
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Posted - 2015.07.02 15:17:00 -
[72] - Quote
Cody Sietz wrote:CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. This was, of course, when heavies had less ehp and no resistance. It still doesn't make sense that a heavie should be able to survive being shot with back for only for him to turn around instantly and HMG his way out of it. The man says no, so i guess i join the dual tanking crowd.. Apparently thats how every suit should be fitted, stack as much hp as possible and hope you live through the firefight. |
Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.02 15:29:00 -
[73] - Quote
mr musturd wrote:Cody Sietz wrote:CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them. This was, of course, when heavies had less ehp and no resistance. It still doesn't make sense that a heavie should be able to survive being shot with back for only for him to turn around instantly and HMG his way out of it. The man says no, so i guess i join the dual tanking crowd.. Apparently thats how every suit should be fitted, stack as much hp as possible and hope you live through the firefight. There are other options.
Could add spool-up to the HMG should HMG efficiency prove to be a problem. Could introduce new drawbacks to HP tanking (i.e. add stamina penalties to plates). Could rewire Falloff in such a way that EWAR-oriented fits are brought up-to-par with HP-oriented fits. Could tune biotics in such a way that biotic-oriented fits are brought up-to-par with HP-oriented fits. Could decrease the success rates of spin-and-win by buffing alpha-oriented weapons. Could introduce a headshot-like damage multiplier to the backs of unit models.
Rattati may choose a path other than the ones we suggest, but he has been consistent in his handling of overperformers and underperformers. There are options other than rotation speed.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.02 15:32:00 -
[74] - Quote
Hilariously I've been running assault mostly lately. And now commando after the speed changes.
Dual tanking to fight heavies is worthless unless you want to be the first guy to die so the second man can get the kill.
But of course I am wrong. Because everyone says so.
And engaging the fatties at 10m is the smartest thing to do amirite?
And scout shotties can kill a heavy from the back before they can react and turn around. The turn/kill thing only happens when you give yourself away somehow (charging nova knives is always a huge clue) and they hear you doing things or see you coming.
I can't count the number of times I've seen a scout inbound cloaked or not and decided to play dumb so I could rake him.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Iron Wolf Saber
Den of Swords
19
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Posted - 2015.07.03 04:11:00 -
[75] - Quote
CCP Rattati wrote:I can't support a turning speed change, I remember having no recourse as a heavy and it also messes up people who play multiple roles, needing to adjust to them.
what about ADS aim speed? Most players can easily still maintain the fast swing around to get near the target and then based on weapon role determine how fast it can swing once its Aim down sights.
CPM 1, Secretary
Omni-Soldier, Forum Warrior
\\= ADV HAVs =// Unlocked
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Starlight Burner
Arrary of Clusters
318
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Posted - 2015.07.03 10:51:00 -
[76] - Quote
mr musturd wrote:Is fine, can we go back to chrome turn speeds now? No
CEO of Arrary of Clusters, a close relations corporation
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Thank you for DUST
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