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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
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Posted - 2015.12.01 09:37:00 -
[1] - Quote
Assault suits get kills based on whether they have more player skill than their opponent. They are versatile, hit hard, and can fit proper to the situation. I have never been in a matchup in any of my assault suits and thought "Man, I just got hard countered" with the exception of scrambler rifle vs caldari assault in the last build.
Scout suits get kills primarily by taking advantage of another persons sacrifice. In other words, the scout is most lethal when somebody else is getting shot at, or has poor situational awareness. If a heavy has a number of targets on radar from a team mates active scan, you can bet his attention will be on them and not the guy coming from the other direction. Scouts kill and tank based on misdirection, not based on stats.
Heavy suits are what I refer to as, classically, the big dumb cyclops. Heavies can't see anything without help. Heavies can't move from point A to point B without help, lest they be peppered to death from 40-50 meters away with no recourse. Where the heavy does good, though, is when lesser skilled players attempt to rush him down head on. The heavy is successful when a lesser skilled opponent decides to reject the rock-paper-scissors mentality behind DPS engagements. The problem though, and this is the most damning, heavies can't survive in 1v1 engagements against skilled opponents in this same manner. The heavy can do just fine against weaker players, mind you -- in fact I would go so far to say as this has been the key balancing consideration for them. Against bad players, a heavy might as well be a hero in Dynasty Warriors sending them flying everywhere with little effort. But in a battle of hero against hero, the heavy consistently falls short and is often seen as the easiest target to kill in a competitive PC match.
So, what do I personally see from this?
Assaults need to be versatile and strong -- they do this. Constant power creep has gotten them where they need to be. Amarr suits have issues inherent with their weapon design.
Scouts need to be able to kill based on misdirection and get to places before other people -- they do this. No complaints, except for perhaps the weaker suits like amarr.
Heavies.... can't really excel at anything, except with the Forge Gun role. In my experience if you throw a logi with a rep on an armor tanked Assault, he will most likely end up mitigating more incoming damage and being able to transition better than a heavy would. Given the absurd reload time on the HMG, overheat and long seize duration, the Gal Assault likely puts more accurate damage downrange in the span of a minute as well.
These thoughts, as well as constant bitching from my own heavies about how useless they were against Bons spam, lead me to almost entirely strip the heavy from any of the PC fights I FC'd before quitting. This does not count Commandos or Forgers, of course, as they still have a lot of use in Overwatch and Bridge scenarios.
In general I like where most of the suits are, and I don't want to see the HMG buffed to absurd levels. It could use a balance pass on the heat mechanics but I would leave the damage alone. Rather I think the opposite approach could be taken with the heavy and make it more defensive than offensive. As it stands currently, smaller hitbox combined with movespeed and strafe makes a player more survivable than what is quickly becoming a modest addition of HP on the heavy. At this time I would say it is appropriate for the heavy to get more HP, and it is important that is actually be HP and not resistance as too much resistance actually buffs the support reps they get from Logis.
Just the two cents of a guy who has been FC'ing for FA for the last year. These opinions come purely from the standpoint of what I would currently field in a competitive match when given a choice between a larger pool of players, assuming the map is not extremely situational.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 09:50:00 -
[2] - Quote
When we had been taking on Random Gunz our battles had devolved into simply putting a Bons into the hands of every person on the team -- including our logis. Feel free to ask anyone on the other side of how silly that got. That's how outclassed the HMG was against that weapon.
That said, even without the Bons being an issue very few could use the suit to any efficiency. John Smith could pull it off, but if I put him in an assault suit he would consistently get better results.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 09:54:00 -
[3] - Quote
The unfortunate reality is that one great slayer with two rep logis is not as strong as three great slayers.
It's just compromising based on what is available.
And who knows, maybe there IS an argument to buff resistance somewhere in there. All I can tell for certainty is that heavies consistently under perform.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 10:11:00 -
[4] - Quote
I believe the heavy suit generally survives around a second longer than an assault, assuming neither are attempting to dodge. Five would be stretching things really far.
One second doesn't seem much longer, and it isn't. Not when you can't dodge or disengage at will.
Anyway, I'm only supplying the conclusion I have come to from months of FC.
If TTK goes up, the heavy will likely correct itself. If TTK is kept the same, the HP value on him needs to be brought up.
Either way, the heavy right now is definitely not doing his terminator thing.
CUSE TOWN333 wrote:Heavys still stomp in PC against who ever the opponent is.
Do you say that as a heavy? Or as someone who has to rely on them to get a job done?
I ask this because I am putting down my opinion free of any bias or ego. I stopped playing the heavy a long, long time ago.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 10:20:00 -
[5] - Quote
When I talk about the Terminator thing, I want to put this scene in your mind.
https://www.youtube.com/watch?v=dnGVoiJj3ng
Notice its not all about dishing out damage as much as shrugging it off. Heavies have not really done this in recent memory. We don't really have any particular suit that fills the "soak up damage" role effectively, and you'd assume the heavy would be a dead ringer for it. Am I wrong in assuming the heavy should be filling this role?
In the other end of the spectrum, we have this.
https://www.youtube.com/watch?v=8RbL4PwTDsQ
Not what I'm aiming for, unless SERIOUS restrictions got applied to heavy deployment lol.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 10:47:00 -
[6] - Quote
In a proper competitive match scouts don't need their own radar because they have dedicated active scanners helping them as it is. Damps are where they find their strength. Due to this, gal scouts are the most viable. Cal scouts are viable up until focused scanners on gal logis come out, or if the opposing team brings out a logibros which can passively scan up to 50 meters at 17db.
In short, the "scout" doesn't have issues if you refer to the scout simply as the gal scout. The other ones, yes, have problems.
I would disagree about the assault thing. In terms of purely selfish rockstar play, there is nothing better. In the end the goal is to kill the other team and no other suit does it better.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 11:42:00 -
[7] - Quote
CaP XZ wrote:Himiko Kuronaga wrote:CUSE TOWN333 wrote:Heavys still stomp in PC against who ever the opponent is. Do you say that as a heavy? Or as someone who has to rely on them to get a job done? I ask this because I am putting down my opinion free of any bias or ego. I stopped playing the heavy a long, long time ago. He is right, heavies do work in PC but they aren't mobile units. If you have a problem with using the heavy it may be because you are trying to assault in it, it is for defense (e.g not moving 30m away from a point) which is in my opinion very limiting
I do not play Heavy anymore, and I haven't for more than a year so that "advice" doesn't really mean anything to me. If they sit in front of a panel im just going to grenade/flux it then rush them down. If they are out in the open I'm just going to flatout beat them.
There are not any heavies in this game I would consider a relevant threat in a 1v1 environment, but there are plenty of players who are. John would give me issues in a teamplay environment, but even then he would be severely handicapped. If he goes assault, it's GG. That says all it needs to say about where the heavy is.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 15:52:00 -
[8] - Quote
Adipem Nothi wrote:Himiko Kuronaga wrote:In a proper competitive match scouts don't need their own radar because they have dedicated active scanners helping them as it is. Damps are where they find their strength. Due to this, gal scouts are the most viable. Cal scouts are viable up until focused scanners on gal logis come out, or if the opposing team brings out a logibros which can passively scan up to 50 meters at 17db. Min scouts are suicide fast hackers and they do this role well.
In short, the "scout" doesn't have issues if you refer to the scout simply as the gal scout. The other ones, yes, have problems.
I would disagree about the assault thing. In terms of purely selfish rockstar play, there is nothing better. In the end the goal is to kill the other team and no other suit does it better. So ... Scout EWAR is fine because GalLogi scans are OP. FAscinating logic you've got there.
If you already have access to it from multiple sources, clearly you don't need it built into your suit.
The only real exception to this would be the amarr scout which has a deeper potential scan, but a dinky radius. He's a problem child, but weak enough that I believe deserves the extra range.
Now if you're going to lobby that active scanners should be removed from the game entirely, feel free. That's a totally different angle which I can respect.
If it were up to me, uplinks wouldn't exist either. But this isn't really a thread about equipment design, it's a thread about role viability in regards to killing. Currently the scout is viable due to the before mentioned reasons. You may not like those reasons, but it does not render them untrue.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 20:13:00 -
[9] - Quote
Adipem Nothi wrote:Himiko Kuronaga wrote:Adipem Nothi wrote:Himiko Kuronaga wrote:In a proper competitive match scouts don't need their own radar because they have dedicated active scanners helping them as it is. Damps are where they find their strength. Due to this, gal scouts are the most viable. Cal scouts are viable up until focused scanners on gal logis come out, or if the opposing team brings out a logibros which can passively scan up to 50 meters at 17db. Min scouts are suicide fast hackers and they do this role well.
In short, the "scout" doesn't have issues if you refer to the scout simply as the gal scout. The other ones, yes, have problems.
I would disagree about the assault thing. In terms of purely selfish rockstar play, there is nothing better. In the end the goal is to kill the other team and no other suit does it better. So ... Scout EWAR is fine because GalLogi scans are OP. FAscinating logic you've got there. If you already have access to it from multiple sources, clearly you don't need it built into your suit. The only real exception to this would be the amarr scout which has a deeper potential scan, but a dinky radius. He's a problem child, but weak enough that I believe deserves the extra range. Now if you're going to lobby that active scanners should be removed from the game entirely, feel free. That's a totally different angle which I can respect. If it were up to me, uplinks wouldn't exist either. But this isn't really a thread about equipment design, it's a thread about role viability in regards to killing. Currently the scout is viable due to the before mentioned reasons. You may not like those reasons, but it does not render them untrue. A valid, albeit debatable, position. What isn't debatable is that three out of four Scouts have racial bonuses to passive scans. Regardless of what we think Scouts are doing or should be doing, they are still designed to be scouting; their bonuses to passive scans have remain unchanged since HF Charlie (Aug 2014). If Scouts today are indeed still supposed to be scouting, then these racial bonuses to passive scans still make sense, though the overly weakened states of those scans very likely need work. If Scouts are in fact no longer supposed to be scouting, then we need to decide what they are supposed to be doing and adjust their outmoded racial bonuses accordingly. That makes sense, right? The bottom line is that Scouts aren't fine. We made it a point to fix the sub-par racial bonuses of GA and CA Assaults. Should we not do the same with sub-par (or possibly even outmoded) racial bonuses of Scouts? As for removing active scans from the game, that's not my recommendation at all. My recommendation is to balance active scans. There are lots of great ideas out there on how to go about doing this.
When active scans change, you'll likely have an argument to make about their overall viability. I'll probably be right there with you lobbying for some kind of change. But right now, in the current meta, they are viable (pardoning the amarr scout who seems to be crippled).
This thread is commenting on the viability in the current meta, not the theoretical one that might exist if things were different.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
|
Posted - 2015.12.01 20:36:00 -
[10] - Quote
Also, please remember the title -- Kill interaction.
This other secondary mechanical role stuff is good to talk about, but it's not really where I'm coming from with the message I'm trying to get across about viability. I'm specifically talking about kill interaction and combat viability.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
|
Posted - 2015.12.02 16:48:00 -
[11] - Quote
Panthrax Oblivion wrote:Himiko Kuronaga wrote:Assault suits get kills based on whether they have more player skill than their opponent. They are versatile, hit hard, and can fit proper to the situation. I have never been in a matchup in any of my assault suits and thought "Man, I just got hard countered" with the exception of scrambler rifle vs caldari assault in the last build.
Scout suits get kills primarily by taking advantage of another persons sacrifice. In other words, the scout is most lethal when somebody else is getting shot at, or has poor situational awareness. If a heavy has a number of targets on radar from a team mates active scan, you can bet his attention will be on them and not the guy coming from the other direction. Scouts kill and tank based on misdirection, not based on stats.
Heavy suits are what I refer to as, classically, the big dumb cyclops. Heavies can't see anything without help. Heavies can't move from point A to point B without help, lest they be peppered to death from 40-50 meters away with no recourse. Where the heavy does good, though, is when lesser skilled players attempt to rush him down head on. The heavy is successful when a lesser skilled opponent decides to reject the rock-paper-scissors mentality behind DPS engagements. The problem though, and this is the most damning, heavies can't survive in 1v1 engagements against skilled opponents in this same manner. The heavy can do just fine against weaker players, mind you -- in fact I would go so far to say as this has been the key balancing consideration for them. Against bad players, a heavy might as well be a hero in Dynasty Warriors sending them flying everywhere with little effort. But in a battle of hero against hero, the heavy consistently falls short and is often seen as the easiest target to kill in a competitive PC match.
So, what do I personally see from this?
Assaults need to be versatile and strong -- they do this. Constant power creep has gotten them where they need to be. Amarr suits have issues inherent with their weapon design.
Scouts need to be able to kill based on misdirection and get to places before other people -- they do this. No complaints, except for perhaps the weaker suits like amarr.
Heavies.... can't really excel at anything, except with the Forge Gun role. In my experience if you throw a logi with a rep on an armor tanked Assault, he will most likely end up mitigating more incoming damage and being able to transition better than a heavy would. Given the absurd reload time on the HMG, overheat and long seize duration, the Gal Assault likely puts more accurate damage downrange in the span of a minute as well.
These thoughts, as well as constant bitching from my own heavies about how useless they were against Bons spam, lead me to almost entirely strip the heavy from any of the PC fights I FC'd before quitting. This does not count Commandos or Forgers, of course, as they still have a lot of use in Overwatch and Bridge scenarios.
In general I like where most of the suits are, and I don't want to see the HMG buffed to absurd levels. It could use a balance pass on the heat mechanics but I would leave the damage alone. Rather I think the opposite approach could be taken with the heavy and make it more defensive than offensive. As it stands currently, smaller hitbox combined with movespeed and strafe makes a player more survivable than what is quickly becoming a modest addition of HP on the heavy. At this time I would say it is appropriate for the heavy to get more HP, and it is important that it actually be HP and not resistance as too much resistance actually buffs the support reps they get from Logis making it a potentially OP combination.
Just the two cents of a guy who has been FC'ing for FA for the last year. These opinions come purely from the standpoint of what I would currently field in a competitive match when given a choice between a larger pool of players, assuming the map is not extremely situational. Apparently u haven't seen me heavy
I would prefer not to bring ego into the discussion. Even if you are somehow an exception to the rule, the rule remains a problem.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
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Posted - 2015.12.02 20:11:00 -
[12] - Quote
They just need more HP across the board, honestly.
The regen on a caldari sentinel isn't going to help him when the assault player decides it isn't necessary to stop firing at the guy.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
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Posted - 2015.12.03 20:50:00 -
[13] - Quote
For the record, I don't personally view power creep as a totally bad thing. Moreso, its an inevitable thing that has negative consequences. But when you look at balance as a whole, the opposite is also true. As long as balance passes are regular and non-biased enough, it can actually keep an otherwise stagnant game interesting. Regressing tends to have the opposite effect. Nobody gets excited when something they enjoyed gets nerfed or removed.
That said, when it comes right down to it we have two roads ahead of us when it comes to this particular problem. The power creep route would be to buff heavy EHP. This route is the correct route to take if we are comfortable with the TTK between all non-heavy suits, but want the heavy itself to last longer.
The other route is the nerf/regression route, and pretty much would involve either nerfing the damage values on everything that isn't a heavy or nerfing the damage on pretty much every weapon to create a longer TTK across the board.
I would not personally support adding any further movement penalties to any module. The game has gotten slower and slower since Uprising came out. I really don't think we need another dose of that. I know a lot of players who are fairly unhappy with the current speed it is at as well. Another speed nerf would probably be the final nail in the coffin for them.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
|
Posted - 2015.12.04 22:50:00 -
[14] - Quote
I briefly thought about how the game would play if Sentinels worked with locational damage profiles. Meaning, weaker from behind and tougher up front. Sorta like how tanks have a weakspot in the back.
Well, it's a fun idea in theory anyway. Still gives the scouts a skill-based approach to dropping heavies, gives the heavy a clear advantage in dueling assaults, but also ensures that assaults have a method of winning, even if its trickier.
Hah, well again its just a fun idea. Not sure if thats the kind of thing that's programmable or not at this stage.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
6
|
Posted - 2015.12.07 18:52:00 -
[15] - Quote
Adipem Nothi wrote:Varoth Drac wrote:Adipem Nothi wrote:Adipem Nothi wrote:I'll try to help find the Dev post. https://forums.dust514.com/default.aspx?g=posts&m=2469069#post2469069Not 100% certain what ultimately came of this, but the intent to fix uparmored scouts without hurting heavies was made clear. Point remains, if Rattati was successful in applying a frame-specific penalty, he could do the "inverse" and lessen plate penalties for heavies. If tinkering with plates is on the table, adding some form of drawback to stacking ferroscale would be nice. Hotfix echoI've found it. You will see that where it says strafe penalty on plate is doubled, the bit that says "on scouts" is crossed out. Implying the strafe penalty is on all suits. Sure enough! Never noticed that! Great catch, Varoth. I now believe you're right, though I would point out that the four months passed between the Nov 2014 thread (above) and HF Echo in March of 2015. Could be that we're dealing with two distinct sets of changes, though that seems less likely that what you've described.
Assuming you're correct, here's another approach. Do you think the wiring is in place to restrict modules by frame type? If it can be done for Heavy Weapons, couldn't the same be done for "Heavy Plates"?
Just do it the same way you do cloaks tbh. Big fitting cost, big fitting reduction skill built-in.
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