|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.22 09:29:00 -
[1] - Quote
Tmills6 wrote:CCP Wolfman wrote:Hi chaps,
There have been a lot of discussion about the changes we made to the strafe speed recently so I decided to lope out of my cave and talk a bit about it.
Firstly, why did we change it? We changed it because we thought that the GÇ£dancingGÇ¥ we were seeing was having a negative impact on the combat experience and, quite frankly, looked a little silly. Whilst we do want movement to be a part of combat, and we do not want static firefights, what we were seeing and experiencing (primarily with the Scout) felt too extreme. Because of this we decided to test slowing some dropsuit strafe speeds to see what the impact it would have.
What did we actually change? Well, the Logistics and Heavy are exactly the same as they were before. There have also been no changes at all to the actual speed of any of the dropsuits when it comes to forwards/backwards movement. Only the Assault and the Scout dropsuits have had tweaks to their strafe speed. The changes to the Assault are quite minor. The Scout however did take a bigger hit.
After testing these changes GÇ£in the wildGÇ¥ with the new improvements to hit detection we feel that hit was too big and are currently testing an update internally with changes to the strafe speed. Once weGÇÖre done testing weGÇÖll roll it out so you can let us know what you think.
CCP Wolfman
thanks for the update wolfman and please by careful with the strafe buff I like many others don't want scouts to be able to strafe faster then the other suits can turn
Disagree, if a scout manages to get in close enough to a heavy then he should be able to out strafe him. A scout has about 200 hp, if a heavy can track him at ultra close range, what's the point in using a scout. Secondly, what's the point in using anything other than a heavy? The heavies advantage is he has masses of firepower and masses of hp. The scouts is that he can run into the heavies kill zone more swiftly, hardly seems fair. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.23 09:18:00 -
[2] - Quote
4447 wrote:Drommy Hood wrote:Tmills6 wrote:CCP Wolfman wrote:Hi chaps,
There have been a lot of discussion about the changes we made to the strafe speed recently so I decided to lope out of my cave and talk a bit about it.
Firstly, why did we change it? We changed it because we thought that the GÇ£dancingGÇ¥ we were seeing was having a negative impact on the combat experience and, quite frankly, looked a little silly. Whilst we do want movement to be a part of combat, and we do not want static firefights, what we were seeing and experiencing (primarily with the Scout) felt too extreme. Because of this we decided to test slowing some dropsuit strafe speeds to see what the impact it would have.
What did we actually change? Well, the Logistics and Heavy are exactly the same as they were before. There have also been no changes at all to the actual speed of any of the dropsuits when it comes to forwards/backwards movement. Only the Assault and the Scout dropsuits have had tweaks to their strafe speed. The changes to the Assault are quite minor. The Scout however did take a bigger hit.
After testing these changes GÇ£in the wildGÇ¥ with the new improvements to hit detection we feel that hit was too big and are currently testing an update internally with changes to the strafe speed. Once weGÇÖre done testing weGÇÖll roll it out so you can let us know what you think.
CCP Wolfman
thanks for the update wolfman and please by careful with the strafe buff I like many others don't want scouts to be able to strafe faster then the other suits can turn Disagree, if a scout manages to get in close enough to a heavy then he should be able to out strafe him. A scout has about 200 hp, if a heavy can track him at ultra close range, what's the point in using a scout. Secondly, what's the point in using anything other than a heavy? The heavies advantage is he has masses of firepower and masses of hp. The scouts is that he can run into the heavies kill zone more swiftly, hardly seems fair. Because scouts are snipers not CQC.
Then they're obviously broken before we start, what's point in having a speed bonus if they're made to sit behind the red line? Obviously they are quick to get in behind enemy lines, and there's not much point doing so and then not being able to do anything whilst your there. Their scouts, not snipers, not spotters, scouts |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.23 09:23:00 -
[3] - Quote
Quote: I agree with you 100% now someone fit a HMG to my scout suit PRONTO!!!
I also think people are forgetting that the scout suit has the lowest radar profile, I believe that is their best asset. It gets even sneakier with all the modules that help in that aspect.
Yep that lower profile is brilliant for sneaking into range so you can get killed quicker at the minute..... |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.23 09:26:00 -
[4] - Quote
Sha Kharn Clone wrote:CRY MOAR MOFOS DA SCOUTS ARE BAK
Ah I hope so, wouldn't hold your breath tho yet. If its not much more than an assault, then might aswell use that. 50% more everything. But scout gets 10% speed bonus, but only in a straight line. Sure has not been a level playing field so far since their nerf. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.24 08:17:00 -
[5] - Quote
Grenwal Hiesenberg wrote:I feel there is a difference between manueverability and just plain dodging bullets, we're not in the Matrix (though, I think a good amount of us have taken both the red and blue pills). Like I said earlier, halfway between where it is now and where it was in the previous build would be good IMO. That being said, there are players who are just better at fully utilizing different strafing techniques and this shows even in the games being played now. It should require skill and not be accessible to everyone without significant practice or proper use of technique. When a sub-par player like myself can come in and pretend to be Neo or some kung-fu master and dodge 75% of the bullets fired from a submachine gun and three hit kill an assult with a pistol, I know something is up.
There is an absolute difference between dodging and avoiding. No suit has ever been able to dodge bullets. Last patch hit detection was shocking and it may have looked like that, but no dodging was done. If your cross hairs are on the hit box when ou fire, then you hit there is no bullet travel time for 95% of weapons in dust |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2012.10.24 08:23:00 -
[6] - Quote
Ten-Sidhe wrote:Scouts are meant to be able to out turn heavies from a dev blog DROPSUITS IN DUST 514 PART 2 Reported by ccp cmdr wang Quote:Speed is the Scout dropsuitGÇÖs primary advantage. Combined with a low scan profile, it allows the wearer to move undetected by basic EW equipment and rapidly close in on enemy units if spotted. Armed with a shotgun or module-enhanced nova knife, the Scout is lethal at close-range. Despite being grossly outmatched, skilled Scouts are able to kite the slow-turning Heavy, methodically whittling away its armor while staying out of harmGÇÖs way. This only works with a lone heavy, it's friend 10m away could easily kill scout. The dancing in stream of bullets from old builds should not return. The accuracy penalty while strafing at high speed could go up, so the scout has to use 2 magazines of smg to eat through heavy's armour. Speaking of armour, heavies should have their armour 800hp back. The out turn speed tank is from EvE. In EvE, there was a weapon called a smart bomb to counter this. It was a aoe(splash damage) centered on user with few second cool down and unlimited ammo. Like the emp the ships in the matrix had, or the typhoon from Deus Ex: human revolution. Something with the radius, rof, and damage(never hurts user) of mass driver centered on user as a side arm would work well. Since scouts mainly shield tank a em damage would work well on them and be more realistic to have infinite ammo. EvE also had modules to up turning speed, so a fast turn heavy could be made as a scout trap if we had similar mods.
Well that's the most useful post iv seen in this thread so far and confirms everything iv been trying to say and puts all the scout haters dreams of 'scouts are snipers' to rest
+1
|
|
|
|