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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.14 15:43:00 -
[1] - Quote
I think kincats need some love. Theres some issues with shield tanking right now IMHO. A small buff to kincats may be a step in the right direction. I'm trying to construct a list of ome potential buffs:
- reduction in pg use (perhaps compensated by additional cpu use) - add another bonus that gives a small amount of increased movement speed. Nothing major but adds a small amount to strafe speed. I think this would be interesting since strafe was just nerfed. Again not enough to be game breaking i.e. not pre nerf values.
What's your thoughts on the matter? |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.14 15:47:00 -
[2] - Quote
The lower tiers need a buff, and they could all do with PG reduction, particularly lower tiers. |
LOL KILLZ
LOS INADAPTADOS
294
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Posted - 2015.08.14 15:51:00 -
[3] - Quote
Leave strafe were it is. How long was the MinAss w/CR-ACR the most overused fit in the game!!!! Red bottle is good. Or only give straight running speed. None of this hyena on crack stuff
\0/
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Ripley Riley
Incorruptibles
11
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Posted - 2015.08.14 15:52:00 -
[4] - Quote
Boot Booter wrote:- reduction in pg use (perhaps compensated by additional cpu use) The PG requirement of kincats is quite high so I am with you here. Got some suggested numbers?
Boot Booter wrote:- add another bonus that gives a small amount of increased movement speed. Nothing major but adds a small amount to strafe speed. I think this would be interesting since strafe was just nerfed. Again not enough to be game breaking i.e. not pre nerf values. I would worry this might negatively effect our already shitastic hit detection, Boot. If we were on a newer platform, with less latency, then I wouldn't mind this so long as it was small increases. As is, on the PS3, I'm going to disagree.
@Ripley_Riley CPM2 candidate. Ripley.Riley on Skype!
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.14 16:20:00 -
[5] - Quote
@ ripley
1) I'd start with the following pg for basic/adv/pro - 6/9/12
Thats a 2 pg reduction at proto.
2) I see what you're saying but after getting in touch with my min in eve I realised that min is supposed to be about strafe. In eve I fly in tight fast circles to make enemies miss. The equivalent in dust is kinda strafe. I wouldn't touch the strafe value just the movement speed. Idk.. It's really just a thought, I'm not saying it's a good one. But for fun I'd say something around +3% movement speed at proto.
Thoughts?
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DeadlyAztec11
8
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Posted - 2015.08.14 16:24:00 -
[6] - Quote
Strafe speed?
No.
Anyways, Kinetic Catalyzers were meant to originally give armor tanking suits an advantage in CQC by compensating for their reduced speed. Strafe speed is evil.
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And wave them side to side.
Show the world where you're from.
Show the world we are one.
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DRT 99
RAT PATROL INC. The Empire of New Eden
531
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Posted - 2015.08.14 16:26:00 -
[7] - Quote
overall i like this, but as much as i and everyone else abused strafe, i'd prefer to see it stay dead.
I like the suggested PG values though |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.14 16:28:00 -
[8] - Quote
DeadlyAztec11 wrote:Strafe speed?
No.
Anyways, Kinetic Catalyzers were meant to originally give armor tanking suits an advantage in CQC by compensating for their reduced speed. Strafe speed is evil.
I mean with the number I'm suggesting...
Min assault before strafe nerf was - 3.7 m/s
Min assault strafe now - 3.0 m/s
With +3% movement speed at proto or something small... Min assault with 4 complex kincats ~ 3.4 m/s
Thats still far less than it was before the nerf and that's with 4 proto kincats!
Just playing devil's advocate |
Ripley Riley
Incorruptibles
11
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Posted - 2015.08.14 16:29:00 -
[9] - Quote
Boot Booter wrote:1) I'd start with the following pg for basic/adv/pro - 6/9/12
That's a 2 pg reduction at proto. I just realized that a proto kincat requires more PG than a complex armor plate. What the hell is in those little red bottles?! Dropping the proto PG to 12 seems fair, as that would make it equal to an armor plate in PG cost. It's a good start.
Boot Booter wrote:2) I see what you're saying but after getting in touch with my min in eve I realised that min is supposed to be about strafe. In eve I fly in tight fast circles to make enemies miss. The equivalent in dust is kinda strafe. I wouldn't touch the strafe value just the movement speed. Idk.. It's really just a thought, I'm not saying it's a good one. But for fun I'd say something around +3% movement speed at proto.
Thoughts?
You are 100% correct about Minmatar in Eve Online relying on speed to outrun enemy missiles and turret rotation. Some call it speed tanking. This doesn't translate well to a FPS though. It heavily penalizes anyone without meth + red bull fueled reflexes and ends up making AoE weapons a prerequisite to killing speed freaks.
I like where your heart is at though. I would be more inclined to give kincats more forward/reverse movement speed. This would allow kincats to boost faster movement if you are sprinting or not. Buffing the strafe speed could bring us back to the Dust Dance Revolution and that was not a fun time.
@Ripley_Riley CPM2 candidate. Ripley.Riley on Skype!
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maybe deadcatz
the nomercs
498
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Posted - 2015.08.14 18:21:00 -
[10] - Quote
Ripley Riley wrote:Boot Booter wrote:1) I'd start with the following pg for basic/adv/pro - 6/9/12
That's a 2 pg reduction at proto. I just realized that a proto kincat requires more PG than a complex armor plate. What the hell is in those little red bottles?! Dropping the proto PG to 12 seems fair, as that would make it equal to an armor plate in PG cost. It's a good start. Boot Booter wrote:2) I see what you're saying but after getting in touch with my min in eve I realised that min is supposed to be about strafe. In eve I fly in tight fast circles to make enemies miss. The equivalent in dust is kinda strafe. I wouldn't touch the strafe value just the movement speed. Idk.. It's really just a thought, I'm not saying it's a good one. But for fun I'd say something around +3% movement speed at proto.
Thoughts?
You are 100% correct about Minmatar in Eve Online relying on speed to outrun enemy missiles and turret rotation. Some call it speed tanking. This doesn't translate well to a FPS though. It heavily penalizes anyone without meth + red bull fueled reflexes and ends up making AoE weapons a prerequisite to killing speed freaks. I like where your heart is at though. I would be more inclined to give kincats more forward/reverse movement speed. This would allow kincats to boost faster movement if you are sprinting or not. Buffing the strafe speed could bring us back to the Dust Dance Revolution and that was not a fun time.
But I love having all that red Gatorade. It's fun being super fast with stock suit health(the bonus is all I need) I run around like a crazy psycho midget shotgunning people. Plus no one ever.....EVER EXPECTS THE AMARR SCOUT TO RUSH IN AT 9.64M/S AND BLOW SOMEONES FACE OFF WITH A SHOTGUN,LONG LIVE THE GATORADE!(aren't kincats techinally minmatar blood,them being so fast and all?,oh goodness me,I'm trampling all over those ducttapped methheads again.....)
Need a speedy bro scout? Mail me,comes with shotgun and 20 pound bag of catnip for teh clonocide.(teh fak,cannot spell)
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.08.14 18:51:00 -
[11] - Quote
Have the CPX one give a bonus of 100% sprint speed and cost 3 PG.
Scouts United
Gk.0s & Quafes all day.
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ROMULUS H3X
research lab
663
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Posted - 2015.08.14 21:05:00 -
[12] - Quote
I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.14 21:33:00 -
[13] - Quote
ROMULUS H3X wrote:I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
A basic kincat costs 9 pg and only gives you 40% of the benefit of the complex module. This is a problem.
I suggest:
Basic: 5 pg 7% bonus (from 9pg 5%) Advanced 8 pg 10% bonus (from 11pg 8%) Complex 11pg 12% bonus (from 14pg 12%) |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.15 04:02:00 -
[14] - Quote
ROMULUS H3X wrote:I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
Depends on your suit. I notice you run gallente frequently so you have high pg. But yeah they can be fit but you must sacrifice your tank quite a bit. This becomes a real issue for shield tankers considering a complex shield extender takes 11 pg and min and cal suits have lower pg capacity. |
demonkiller 12
TERRA R1SING New Eden's Heros
941
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Posted - 2015.08.15 04:09:00 -
[15] - Quote
You could, increase CPU cost of a lot of low slot modules including kitkats, makes it a bit harder for amarr/gallente to fit them, meanwhile CALDARI still has like 200 CPU spare |
jane stalin
free dropships for newbs
391
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Posted - 2015.08.15 04:59:00 -
[16] - Quote
slightly cheaper fitting cost slight stamina boost
No bonus to strafing |
Genral69 death
Random Gunz Rise Of Legion.
643
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Posted - 2015.08.15 07:37:00 -
[17] - Quote
Remove the stacking penalty
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Sequal's Back
Dead Man's Game
883
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Posted - 2015.08.15 07:45:00 -
[18] - Quote
Agreed on the PG cost ! Buffing basic and advanced kincats would be a great thing too.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Genral69 death
Random Gunz Rise Of Legion.
643
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Posted - 2015.08.15 07:54:00 -
[19] - Quote
demonkiller 12 wrote:You could, increase CPU cost of a lot of low slot modules including kitkats, makes it a bit harder for amarr/gallente to fit them, meanwhile CALDARI still has like 200 CPU spare You do realise that kinkats are a gal module. So how does increasing the cpu help?
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.08.15 08:02:00 -
[20] - Quote
Varoth Drac wrote:The lower tiers need a buff, and they could all do with PG reduction, particularly lower tiers.
This is a good idea.
I really don't feel that Red Bottles need any sort of love, but hell don't let me stop you if you feel they do!
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.08.15 09:22:00 -
[21] - Quote
The biggest issue here is that the efficiency of Kincats in terms of sprint speed gained per fitting cost *increases* for higher tiers. This isn't at all how it's supposed to be.
A complex shield extender provides double the bonus of a basic one, yet consumes almost 4 times the PG. A complex ferroscale plate provides about double the bonus of a basic one, yet consumes 8 times the PG. A complex armor plate provides 58% more bonus than a basic one, yet consumes 4 times the PG.
A complex kincat provides more than double the bonus of a basic one, yet consumes only 55% more PG.
So I'll just suggest some new stats: - Basic Kincat +6% sprint speed 15 CPU / 4 PG - Enhanced Kincat +9% sprint speed 21 CPU / 9 PG - Complex Kincat +12% sprint speed 27 CPU / 14 PG
I'm well opposed to having kincats yield a bonus to movement (and strafe) speed. We just reduced overall strafe speed and it was very successful in my opinion. Increasing it again seems counterproductive. |
ROMULUS H3X
research lab
664
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Posted - 2015.08.15 10:25:00 -
[22] - Quote
Boot Booter wrote:ROMULUS H3X wrote:I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
Depends on your suit. I notice you run gallente frequently so you have high pg. But yeah they can be fit but you must sacrifice your tank quite a bit. This becomes a real issue for shield tankers considering a complex shield extender takes 11 pg and min and cal suits have lower pg capacity.
Than, that is the suit's ordeal, not the module I would conclude.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Celus Ivara
DUST University Ivy League
401
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Posted - 2015.08.15 12:19:00 -
[23] - Quote
I use Kinkats all the time, and they are largely fine as is.
I will admit though: 1: I never find a reason to use Basic or Advanced tiers. 2: The PG cost on these guys is pretty nuts.
Supporting Kevall Longstride, CEO of Dust University, for CPM2!
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Adipem Nothi
Nos Nothi
12
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Posted - 2015.08.15 12:56:00 -
[24] - Quote
Ripley Riley wrote:The PG requirement of kincats is quite high so I am with you here. Think this is a throwback to Chromosome. KinCats yielded higher percentage bonuses, and topspeeds were significantly higher than they are today. Speed tanking was wildly (likely overly) effective; these steep fitting requirements were the tradeoff.
Shoot scout with yes. - Ripley Riley (for CPM2)
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SgtNoNeck Wasssup
0uter.Heaven
336
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Posted - 2015.08.15 13:02:00 -
[25] - Quote
I've always used kin cats I think they need a couple of pg off all of the tiers. Same thing with shield extenders ffs ccp. |
Adipem Nothi
Nos Nothi
12
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Posted - 2015.08.15 13:04:00 -
[26] - Quote
Ripley Riley wrote:I just realized that a proto kincat requires more PG than a complex armor plate. King HP, FTW.
SgtNoNeck Wasssup wrote:I've always used kin cats I think they need a couple of pg off all of the tiers. Same thing with shield extenders ... Inclined to agree.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Sequal's Back
Dead Man's Game
884
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Posted - 2015.08.15 15:52:00 -
[27] - Quote
Varoth Drac wrote:The lower tiers need a buff, and they could all do with PG reduction, particularly lower tiers. Didn't see your comment Varoth xD I would've simply quote you otherwise.
Bring your daughter... TO THE SLAUGHTER !
- Sequal Rise
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Boot Booter
Dead Man's Game
1
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Posted - 2015.08.16 19:41:00 -
[28] - Quote
ROMULUS H3X wrote:Boot Booter wrote:ROMULUS H3X wrote:I can usually fit as many kincats as I want.. PG is fine when you max out all Dropsuit upgrades and Optimizations on all fitted weapons... on top of fitting reductions of certain weapons on a suit by suit basis,
Depends on your suit. I notice you run gallente frequently so you have high pg. But yeah they can be fit but you must sacrifice your tank quite a bit. This becomes a real issue for shield tankers considering a complex shield extender takes 11 pg and min and cal suits have lower pg capacity. Than, that is the suit's ordeal, not the module I would conclude.
Well sorta but for say minmatar who are supposed to depend on shield and speed, fitting a decent tank with speed is very challenging due to high pg costs of both shield extenders and kincats, as well as lower pg.
Perhaps the answer is lower shield extender pg then.. Idk |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
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Posted - 2015.08.16 21:49:00 -
[29] - Quote
Being Gallente and using them on Gallente assault with perfect Gallente assault, I can say that they all need a small pg buff. It takes too much even with skills maxed out for me to fit more than 1 pro damage mod. And speaking Gallente wise.
My fit is Gk.0, at of choice, creodron ion pistol pro Kincat, 2 pro ferroscale 2 pro reps, pro scanner core nade, 1 complex damage mod, 1 krins mod and basic pg upgrade.
You can see I need that basic pg upgrade as pro Kincat takes a lot of pg. if I were to swap it woth a ferroscale, I can fit 3 krins mods or 2 complex damage mods and a basic pg although the 3 krins is the way to go. Right now I really wish I had enough Pg to still got a 3rd krins mod with pro Kincat but it doesn't fit.
As you can see here ( http://www.protofits.com/fittings ) with max skills, I'm 3 pg short. Even if I change to a flux grenade I'm still 3 pg short. So yes a small reduction to the pg of a Kincat (mostly pro) is needed.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
1
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Posted - 2015.08.16 21:58:00 -
[30] - Quote
maybe deadcatz wrote:Ripley Riley wrote:Boot Booter wrote:1) I'd start with the following pg for basic/adv/pro - 6/9/12
That's a 2 pg reduction at proto. I just realized that a proto kincat requires more PG than a complex armor plate. What the hell is in those little red bottles?! Dropping the proto PG to 12 seems fair, as that would make it equal to an armor plate in PG cost. It's a good start. Boot Booter wrote:2) I see what you're saying but after getting in touch with my min in eve I realised that min is supposed to be about strafe. In eve I fly in tight fast circles to make enemies miss. The equivalent in dust is kinda strafe. I wouldn't touch the strafe value just the movement speed. Idk.. It's really just a thought, I'm not saying it's a good one. But for fun I'd say something around +3% movement speed at proto.
Thoughts?
You are 100% correct about Minmatar in Eve Online relying on speed to outrun enemy missiles and turret rotation. Some call it speed tanking. This doesn't translate well to a FPS though. It heavily penalizes anyone without meth + red bull fueled reflexes and ends up making AoE weapons a prerequisite to killing speed freaks. I like where your heart is at though. I would be more inclined to give kincats more forward/reverse movement speed. This would allow kincats to boost faster movement if you are sprinting or not. Buffing the strafe speed could bring us back to the Dust Dance Revolution and that was not a fun time. But I love having all that red Gatorade. It's fun being super fast with stock suit health(the bonus is all I need) I run around like a crazy psycho midget shotgunning people. Plus no one ever.....EVER EXPECTS THE AMARR SCOUT TO RUSH IN AT 9.64M/S AND BLOW SOMEONES FACE OFF WITH A SHOTGUN,LONG LIVE THE GATORADE!(aren't kincats techinally minmatar blood,them being so fast and all?,oh goodness me,I'm trampling all over those ducttapped methheads again.....)
Kincats ( fruit punch Gatorade) is Gallente. So are fuel injectors and anything that makes you faster. The Gallente though the following-
We are cqc so we have to get to enemy close. We armor tank which is slower than shields so let's make something to increase speed.
And Kincats were born. Gallente can armor tank, rep tank, and be fast.
CEO of 48SOF
Assault Gk.0-Scout Gk.0
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ROMULUS H3X
research lab
666
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Posted - 2015.08.17 04:04:00 -
[31] - Quote
Lightning35 Delta514 wrote:Being Gallente and using them on Gallente assault with perfect Gallente assault, I can say that they all need a small pg buff. It takes too much even with skills maxed out for me to fit more than 1 pro damage mod. And speaking Gallente wise. My fit is Gk.0, at of choice, creodron ion pistol pro Kincat, 2 pro ferroscale 2 pro reps, pro scanner core nade, 1 complex damage mod, 1 krins mod and basic pg upgrade. You can see I need that basic pg upgrade as pro Kincat takes a lot of pg. if I were to swap it woth a ferroscale, I can fit 3 krins mods or 2 complex damage mods and a basic pg although the 3 krins is the way to go. Right now I really wish I had enough Pg to still got a 3rd krins mod with pro Kincat but it doesn't fit. As you can see here ( http://www.protofits.com/fittings ) with max skills, I'm 3 pg short. Even if I change to a flux grenade I'm still 3 pg short. So yes a small reduction to the pg of a Kincat (mostly pro) is needed.
IF THE SUIT DON'T FIT YOU MUST AQUIT!
Change the second armor rep to an ENHANCED, take advantage of the gallente innate armor repair as a good Gallentean would do.
Then toss that Core Grenade in the garbage. Everytime you use it, you just tell everyone you are a COPOUT.
Problem solved.
Sacrifices were made, but in the end you will be happy with a second kincat... Personally I wear a Cardio to get the most out of the extra SPRINT SPEED. Take off one of those ferroscales for the Cardio and you will more than happy with the CONSTANT mobility. Rather than small bursts that will keep you gasping and waiting to catch up that stamina.
FORGE/FLAYLOCK/FISTS
PLASMA/PISTOL/PUNCH
ALL OF YOU PUNKS GET HUMILIATED AFTER LUNCH!
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Saint Winter
THE N.O.O.B.S
47
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Posted - 2015.08.17 05:23:00 -
[32] - Quote
Hi , look at this idea :
Kinetic Catalyzer
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
This can help and worsen the situation:
As improvement:
Heavy be faster running and walking.
As worsens:
Light are more rapids than lightning.
And also increase the rate of players using strafing and improve estrafing.
But seeing the positive side will be faster heavy .
The medium frame dropsuits are not as affected as they are a balance between light and heavy. |
Boot Booter
Dead Man's Game
1
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Posted - 2015.08.17 20:37:00 -
[33] - Quote
Saint Winter wrote:Hi , look at this idea :
Kinetic Catalyzer
Well this module RA costs too much for what it does and for this reason if they can make some modifications.
Besides giving sprint speed (SS) will also give movement speed (MS) and looks like this:
Bas SS 6% + MS 3 or 2% / Adv SS 8% + MS 4% / Pro SS12% + MS 6%
With this and the current values GÇïGÇïwithout changing this module would remain as one of the best if a top is made of me.
This can help and worsen the situation:
As improvement:
Heavy be faster running and walking.
As worsens:
Light are more faster than lightning.
And also increase the rate of players using strafing and improve estrafing.
But seeing the positive side will be faster heavy .
The medium frame dropsuits are not as affected as they are a balance between light and heavy.
Thanks for your input. I as well like the idea of adding a movement speed modifier to kincats. Just for theorycrafting purposes and to counter the "we just nerfed strafe I think it's bad to go back", I'd like to spit some math to reinforce this movement speed idea.
Ok so the fastest strafer is the min scout. Movement speed 5.65 m/s Current strafe speed is 3.39 m/s Old strafe speed (pre 1.1.3) was 3.955
Using your numbers I could potentially stack 3 kincats with +6% movement speed each. With stacking penalties that's about +15%. So....
5.65*1.15 = 6.5 m/s movement speed (front) 3.39*1.15 = 3.89 m/s strafe speed.
You will now notice that the triple kincat min scout would still have less strafe speed than pre nerf. I think this would be perfectly fair considering how much capacity must be sacrificed to use kincats.
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KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.08.17 21:05:00 -
[34] - Quote
Boot Booter wrote: - add another bonus that gives a small amount of increased movement speed. Nothing major but adds a small amount to strafe speed. I think this would be interesting since strafe was just nerfed. Again not enough to be game breaking i.e. not pre nerf values.
A big no thank you for any base speed module. Hard to balance, it would most likely to be a 'mandatory' thing to fit as base speed affects strafe speed and strafe speed is critical in gunfights.
yes, kincats (red cans) are too hard to fit but their bonus is worth it.
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