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Cosgar
ParagonX
4567
|
Posted - 2013.08.24 23:13:00 -
[781] - Quote
BL4CKST4R wrote:Cosgar wrote:Lazy Scumbag wrote:The best indicator that there is a problem is that I cannot envision the playstyle that makes armor tanking optimal. Try and think of a situation where someone who runs Caldari fits would say "When I get some sp built up into Gallente suits..." never going to happen.
Camping on triage hives. Defending objectives or defending something is the only thing armor is good for, to be honest. The only time an armor suit can Excel at frontline combat is with a logistics suit wrapped around their thumb. It's kind of the nature of the beast. I've seen people have success with full repper gank fittings for that hit and run playstyle, but at the cost of a large buffer. Armor will never emulate shields and I don't think it has to as long as it can be better than shields in certain aspects. |
joe29140
Contract Hunters
3
|
Posted - 2013.08.24 23:40:00 -
[782] - Quote
I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles. |
BL4CKST4R
WarRavens League of Infamy
1221
|
Posted - 2013.08.25 02:59:00 -
[783] - Quote
joe29140 wrote:I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles.
What about the shield user using a Mass driver vs the Armor user using a AR? There is no way the Armor user would survive even with a Logi repairing. The HP pool an armor person is actually the same as a shield suits when you consider shields higher resistance to the majority of damage. When you add a core locus grenade on the shield suit vs a flux grenade on the armor suit you skew the results even closer to the shield suit winning. Also a logi repairs are easily out DPSed by any weapon, logistic repairs are only suitable in between battles not during. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
|
Posted - 2013.08.25 03:06:00 -
[784] - Quote
D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here? |
Beren Hurin
The Vanguardians
1224
|
Posted - 2013.08.25 03:08:00 -
[785] - Quote
Cross Atu wrote:D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here?
I'm pretty sure I've seen confirmation that hitboxes are different sizes based on suit size. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
|
Posted - 2013.08.25 03:18:00 -
[786] - Quote
Beren Hurin wrote:Cross Atu wrote:D legendary hero wrote:
they have ~40% less ehp. but make up for that in almost double the movement speed, and as i mentioned a smaller hit box.
And as I mentioned I'm pretty sure that hitbox size thing is a forum myth. Do you have any links confirming that it's a real thing or are we both speculating here? I'm pretty sure I've seen confirmation that hitboxes are different sizes based on suit size. Where?
I've heard this stated a whole lot starting in closed beta but I've never once seen it stated by an official source. It is not listed or even hinted at in the state blocks in game and despite I and a few corp mates looking on the forums no links or posts were turned up.
Now I am nowhere near convinced that if it were on the forums I "couldn't have missed it" or some such, which is why I'm asking. If there is indeed confirmation of this from the development side then that is vital information that should be in a sticky and listed in the stat block for suits in game.
Further if there is such a scaled iteration then the recent logi nerfs are plain silly (unless boxes are done by frame size not suit specialization) and honestly shield extenders should absolutely expand the users hitbox by some amount.
This is something that I really don't trust client side testing to establish because of all the continuing latency issues. If we can get so many false reads on things like large scale explosions and injector placement then pinning down a hitbox size from our end is going to be effectively impossible.
0.02 ISK Cross |
Beren Hurin
The Vanguardians
1224
|
Posted - 2013.08.25 03:34:00 -
[787] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1141246#post1141246
CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
I thought I've seen it before this, but this wasn't too long ago. |
D legendary hero
THE WARRIORS OF LEGEND
723
|
Posted - 2013.08.25 03:48:00 -
[788] - Quote
BL4CKST4R wrote:joe29140 wrote:I know that you're saying that armor will still make you slower as compared to shields and I agree. I know you're saying that over alll shields are less on pg and cpu and i agree. You forgot one important variable though. What type of weapon is the armor wearer using and what type of weapon is the person wearing shields using? Some weapons are hybrids, some useful against armor, and others useful against shields. So factor that into the equation not to mention fire rate and the skill of the person using the weapon the armor stacker in many cases may win. Also the person wearing armor has a larger HP pool for a logi w/ repairs to heal him while he fights someone stacking shields who may also have a logi backing him. Consider the HP pool the armor person has w/ the ability for instant repairs from a logi and he should win everytime. I think thats balanced. Point I'm making is carry the right weapon w/ you for the fight and play in groups where players compliment eachothers roles. What about the shield user using a Mass driver vs the Armor user using a AR? There is no way the Armor user would survive even with a Logi repairing. The HP pool an armor person is actually the same as a shield suits when you consider shields higher resistance to the majority of damage. When you add a core locus grenade on the shield suit vs a flux grenade on the armor suit you skew the results even closer to the shield suit winning. Also a logi repairs are easily out DPSed by any weapon, logistic repairs are only suitable in between battles not during.
TL;DR AR dps = 467 triage repair per second 30-40
467 > 40 |
Cross Atu
Conspiratus Immortalis Covert Intervention
1622
|
Posted - 2013.08.25 04:00:00 -
[789] - Quote
Beren Hurin wrote:https://forums.dust514.com/default.aspx?g=posts&m=1141246#post1141246 CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
I thought I've seen it before this, but this wasn't too long ago. Thank you Beren Hurin.
Also, hummm.
But most importantly grrr
I am at this very moment debating whether to wait on typing up my response to this information (not directed at you Beren) because I am, quite frankly, agitated.
The concept of this information not be presented front and center within the game to new players is.... well it's not good. The idea of balancing other things without this being clearly addressed within the context of that balance is, in my view also a profound lack. Maybe it is being taken into consideration but there's no information being discriminated which talks about it and that alone bothers me quite a bit.
Lastly, and perhaps most importantly, shield extenders should increase hitbox size. Likely not but a lot per extender, it can and should scale with the HP gain, but it is the most sensible counterpart to speed. Both speed and hit box effect how readily damage is applied to the target, both armor and shields add extra ability to survive incoming applied damage. If armor reduces speed but gives the higher buffer and shields don't reduce speed but make the target easier to hit (while the shields are up) then it creates a role for both. Furthermore it gives incentives to avoid high amounts of duel tanking because you'll be expanding your hitbox and slowing yourself down, in effect becoming low quality Heavy frame. While the Heavy with its higher standard HP pool built in would gain a more specific role and utility as directly competing with it would carry a higher drawback.
I am going to close this post here and perhaps revisit the issue when I'm feeling a bit more level headed, call it a pet peeve but omission of this kind of information really gets my back up sometimes.
Cheers, Cross
PS ~ D legendary hero, looks like that addresses our discussion before and moves me even more adamantly into thinking the Heavy frame needs some love to give it proper utility. What is your take on how having a hit box increase tied to shield extender use would effect the state of the game for Heavies?
EDIT: All of the above assumes that I don't come back later and realize I've somehow misread something key |
D legendary hero
THE WARRIORS OF LEGEND
723
|
Posted - 2013.08.25 06:31:00 -
[790] - Quote
Cross Atu wrote:PS ~ D legendary hero, looks like that addresses our discussion before and moves me even more adamantly into thinking the Heavy frame needs some love to give it proper utility. What is your take on how having a hit box increase tied to shield extender use would effect the state of the game for Heavies? EDIT: All of the above assumes that I don't come back later and realize I've somehow misread something key
Having the shield extenders increase hit box size could adversely affect minmintars who shiled tank and use other mods. they are supposed to be the most versitile class but quite frankly they seem like just faster caldaris with lower ehp.
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
however, the heavy frame does need a reworking. I recommended i the past.
1. increasing the turn speed. 2. slightly improving the movement speed. 3. giving the suit an inherent resistance to small arms fire by 30%. (not to include turret damage, explosives, and heavy weapons). 4. an improved jump
having better mobility, turn speed, and resistances to small arms fire will make the heavy suit do what its supposed to do. Tank hard! the mobility buff will justify its current hit box size. |
|
Cross Atu
Conspiratus Immortalis Covert Intervention
1626
|
Posted - 2013.08.25 07:05:00 -
[791] - Quote
D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast).
0.02 ISK Cross |
D legendary hero
THE WARRIORS OF LEGEND
723
|
Posted - 2013.08.25 16:29:00 -
[792] - Quote
Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross
just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) |
BL4CKST4R
WarRavens League of Infamy
1227
|
Posted - 2013.08.25 16:55:00 -
[793] - Quote
D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots)
Just remove a low from the Caldari suit. |
D legendary hero
THE WARRIORS OF LEGEND
725
|
Posted - 2013.08.25 20:48:00 -
[794] - Quote
BL4CKST4R wrote:D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) Just remove a low from the Caldari suit.
tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4. |
BL4CKST4R
WarRavens League of Infamy
1229
|
Posted - 2013.08.25 23:17:00 -
[795] - Quote
D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote:Cross Atu wrote:D legendary hero wrote:
if you increase the hit box sizes, then tanking with a minmintar suit will be pointless.
The minmintar race shield tanks more than armor because this can help them to keep their movement speed high and still tank reasonably.
I actually run Minmitar and while obviously having no down side makes a mod more effective than having a down side I don't think shield extenders applying a % increase to hitbox size would be all that damaging to Minmitar builds (and this comes from someone who is dedicated to the idea of moving fast). 0.02 ISK Cross just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots) Just remove a low from the Caldari suit. tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4.
Agreed although 4/3 for the Minmatar seems more logical. But then again I like their 5/2. |
Cross Atu
Conspiratus Immortalis Covert Intervention
1634
|
Posted - 2013.08.26 14:44:00 -
[796] - Quote
BL4CKST4R wrote:D legendary hero wrote:BL4CKST4R wrote:D legendary hero wrote: just remember minmintar have the lowest overall ehp. so, what could balance caldari shield tanking could adversly effect minmintar shield tanking. (honestly i've been pushing to get minmintar to have more low slots)
Just remove a low from the Caldari suit. tbh the caldari slot load out should be switched with the minmintar. so at proto, the caldar have 5 high and 2 low. and minmintar have 4 and 4. Agreed although 4/3 for the Minmatar seems more logical. But then again I like their 5/2. Minmatar at proto level have 4/4 currently as has been the case since closed beta. (Unless you're talking Assault suits ) I know this because that's what my proto Min Logi had yesterday when I played, and has had ever since I first saw it.
0.02 ISK Cross |
Cosgar
ParagonX
4824
|
Posted - 2013.09.06 15:45:00 -
[797] - Quote
Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds. |
Beren Hurin
The Vanguardians
1444
|
Posted - 2013.09.06 15:53:00 -
[798] - Quote
Cosgar wrote:Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds.
Disagree.
I see WAY TOO MUCH fighting in AR range. That is the gun that WILL level you in no time flat. At about 65m the AR gets about 30% efficiency while the ASR/SR/Laser/MD and TAC AR all can hit really hard still.
We shouldn't be arguing that your tank should be able to last so long for such and such a time. The longer a tank can last, the mmore irrelevant weapon damage profiles become, unless we want more weapons that do 30% damage to one or the other tank types. When you can take away 350 shield with one burst shot of your SR at 65m, and then follow up with a few more rounds you are engaging a strategy of tanking (kiting/tactical sniping) that isn't currently existing.
People need to spread out.
Don't forget that shield tanks were good, not because of how long they could survive, but because how quickly they could reengage after the fight. It was regen that mattered. Now we are all getting out of the bad strafing habit. If you are engaging in open terrain, then that is a huge risk. If you are engaging around or near cover, you have a better chance at surviving. Also, if you can engage and have an escape route that is not in the enemies LOS you have a better chance of getting away, especially if you are outside the detection zone of 10m-15m for most suits. |
Cosgar
ParagonX
4832
|
Posted - 2013.09.06 16:20:00 -
[799] - Quote
Beren Hurin wrote:Cosgar wrote:Well, I don't know if anyone else noticed, but with the lateral and backwards movement caps back in place, the new movement penalty values are near pointless. On top of that hit detection, aim assist, hit box fluctuation or whatever has eliminated the purpose of pure armor tanking, pure shield tanking and any other variant tanking styles in between. It's all about who has the highest EHP through hybrid tanking while modules like reppers, regulators, rechargers, and energizers don't matter because everything can kill you in 3 seconds. Disagree. I see WAY TOO MUCH fighting in AR range. That is the gun that WILL level you in no time flat. At about 65m the AR gets about 30% efficiency while the ASR/SR/Laser/MD and TAC AR all can hit really hard still. We shouldn't be arguing that your tank should be able to last so long for such and such a time. The longer a tank can last, the mmore irrelevant weapon damage profiles become, unless we want more weapons that do 30% damage to one or the other tank types. When you can take away 350 shield with one burst shot of your SR at 65m, and then follow up with a few more rounds you are engaging a strategy of tanking (kiting/tactical sniping) that isn't currently existing. People need to spread out. Don't forget that shield tanks were good, not because of how long they could survive, but because how quickly they could reengage after the fight. It was regen that mattered. Now we are all getting out of the bad strafing habit. If you are engaging in open terrain, then that is a huge risk. If you are engaging around or near cover, you have a better chance at surviving. Also, if you can engage and have an escape route that is not in the enemies LOS you have a better chance of getting away, especially if you are outside the detection zone of 10m-15m for most suits. I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect. |
Beren Hurin
The Vanguardians
1444
|
Posted - 2013.09.06 16:43:00 -
[800] - Quote
Cosgar wrote: I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect.
Yeah I already posted on the manus peak map. I agree that map more than any has very little cover. But you get my point that TTK is directly proportional to weapon efficiency? When people are fighting against a really high DPS weapon inside its optimals they shouldn't expect the TTK to be very long right? And if you can strafe the fire of the highest RoF/highes DPS weapon then how do you balance weapons that are low RoF and medium DPS? If strafing is THAT effective against that kind of weapon, using any other weapon type becomes pointless, you see? If RoF is REQUIRED in order to land a significant fraction of your weapon's damage then either they would HAVE to buff the lower RoF weapons to hit even harder, or do something to negate the effectiveness of strafing as a counter. If for example there was a type of locus grenade (that I have suggested) that slows the enemy down, that could be helpful for combating it. But the most damaging aspect of strafing is its ability to negate incoming damage, especially against low RoF weapons. You can't say that there is a skill equivalent between the AR and the TAC-AR when it comes to landing shots. There is a huge advantage to that high RoF inside the optimals. |
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Cosgar
ParagonX
4834
|
Posted - 2013.09.06 16:49:00 -
[801] - Quote
Beren Hurin wrote:Cosgar wrote: I understand you bias against strafing, but it needs to be an essential part of gunplay or maps need to be re-worked to accommodate this short TTK, duck and cover style. It's not even about armor vs shields anymore because everyone just hybrid brick tanks since aim-assisted weapons can hipfire from extreme ranges and connect.
Yeah I already posted on the manus peak map. I agree that map more than any has very little cover. But you get my point that TTK is directly proportional to weapon efficiency? When people are fighting against a really high DPS weapon inside its optimals they shouldn't expect the TTK to be very long right? And if you can strafe the fire of the highest RoF/highes DPS weapon then how do you balance weapons that are low RoF and medium DPS? If strafing is THAT effective against that kind of weapon, using any other weapon type becomes pointless, you see? If RoF is REQUIRED in order to land a significant fraction of your weapon's damage then either they would HAVE to buff the lower RoF weapons to hit even harder, or do something to negate the effectiveness of strafing as a counter. If for example there was a type of locus grenade (that I have suggested) that slows the enemy down, that could be helpful for combating it. But the most damaging aspect of strafing is its ability to negate incoming damage, especially against low RoF weapons. You can't say that there is a skill equivalent between the AR and the TAC-AR when it comes to landing shots. There is a huge advantage to that high RoF inside the optimals. And that advantage to defend yourself through evasion is completely gone. 1.3 was near perfect when it came to gunplay with the exception of hit detection and aiming issues. Speed tanking was a thing and scouts had some degree of survivability after their only advantage (speed) was taken from them. Which is easier to fix? TTK and mobility to promote tanking diversity or maps? |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3413
|
Posted - 2013.09.22 15:57:00 -
[802] - Quote
Well then. After some time of playing the recent update, I have to say that armour is competitive now. This makes me happy indeed.
There are still issues however, and not just with armour. Reactive plates are done badly, and shield rechargers/shield energizers work badly as well. In the future there will be one more thread on this.
Thanks for your support! |
Cat Merc
Ahrendee Mercenaries EoN.
4063
|
Posted - 2013.11.06 19:41:00 -
[803] - Quote
The stalin of the great armor revolution has returned. Lenin, GTFO
Oculus Felis Semper Vigilant
Beta Vet
Level 4 Forum Warrior
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Beren Hurin
Onslaught Inc RISE of LEGION
1764
|
Posted - 2013.11.06 20:45:00 -
[804] - Quote
Yep I think armor tanking is a seriously competitive thing now. Along with shield tanking and hybrid bricking (hybricking?). Speed tanking isn't really viable for anything other than just having the speed to get around to kill/place equipment (and I haven't heard a good reason for why it needs to be)
With added weapon ranges, they (scouts/speedy guys) may be able to be a little more competitive at tactical/skirmish ranges, but it would be REALLY hard to try and make it somehow so there is a mechanic that MAKES speed an actual way to mitigate damage. It only was a possibility because hit detection was so buggy. Speed tanking was a bug, IOW.
Instead of speed tanking the third option isn't so much tanking, but detection/avoidance with signal disruption. It shouldn't be underestimated as the ranges of weapons start to stretch out. If people are looking further down the horizon on the outer circles of their TACNET for targets, they will have to divide their attention. Being able to slip in closer, or be able to more comfortably search for cover because you are dampened enough to avoid a scanner means you will be able to get the jump on the enemy squad. |
Beta Bob
The Omega Strain
1
|
Posted - 2013.11.06 20:59:00 -
[805] - Quote
It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all |
Beren Hurin
Onslaught Inc RISE of LEGION
1764
|
Posted - 2013.11.06 21:12:00 -
[806] - Quote
Beta Bob wrote:It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all
I feel like the loudest folks on TTK here are the PC folks. I think in pub/FW matches with completely manageable latency (most of my experience) I'm at EASILY able to get by as a very logi oriented logi that gives most of my fitting budget to equipment rather than tank ending up with 500ish eHP. 500 eHP can die to a sneeze according to some folks, and can't stand up to the lucky core locus grenade, but more often than not, since I can detect enemies ahead of time I can keep enough distiance between us to make my scrambler rifle or mass driver deadly enough, and in those instances where I am close, I feel like I have enough of a grasp on the scrambler pistol that I am safe.
I do not expect to be able to dive into 3-4 people and come out alive as some people think they should.
The problem with PC still isn't TTK is it latency. Poor lag forces a closer gun game because AR has the best DPS and RoF combo. AR requires close range, and close range fighting requires enough of a balance of speed and tank. This favors shield tanking for a variety of reasons that are pretty obvious.
Therefore, I think it stands pretty clearly to reason that the problem with the meta now isn't weapon/suit stats, its hardware/network capability and reliability. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4672
|
Posted - 2013.11.06 22:19:00 -
[807] - Quote
Beren Hurin wrote:Beta Bob wrote:It does need a balance and it should balance out at the highest level max gun skills vs max health skills should not be as one sided as it is now. Atm when you play one might as well be roaming the battlefield naked for the shields and armour make no difference at all I feel like the loudest folks on TTK here are the PC folks. I think in pub/FW matches with completely manageable latency (most of my experience) I'm at EASILY able to get by as a very logi oriented logi that gives most of my fitting budget to equipment rather than tank ending up with 500ish eHP. 500 eHP can die to a sneeze according to some folks, and can't stand up to the lucky core locus grenade, but more often than not, since I can detect enemies ahead of time I can keep enough distiance between us to make my scrambler rifle or mass driver deadly enough, and in those instances where I am close, I feel like I have enough of a grasp on the scrambler pistol that I am safe. I do not expect to be able to dive into 3-4 people and come out alive as some people think they should. The problem with PC still isn't TTK is it latency. Poor lag forces a closer gun game because AR has the best DPS and RoF combo. AR requires close range, and close range fighting requires enough of a balance of speed and tank. This favors shield tanking for a variety of reasons that are pretty obvious. Therefore, I think it stands pretty clearly to reason that the problem with the meta now isn't weapon/suit stats, its hardware/network capability and reliability.
I'm not so sure. TTK really has shortened quite significantly - using some weapons if you are properly on target there is barely any difference between highly tanked targets and weaker ones. Even the new heavies can die remarkably quickly currently.
I quite firmly believe that weapons have been balanced for a game with shoddy hit detection. Hit detection is now working fine - this has, however, exposed problems in the weapon balance.
I'll be writing much more on this topic shortly though, I think, so I'm probably not going to elaborate more here.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Patrick57
GunFall Mobilization Covert Intervention
1308
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Posted - 2013.11.07 23:19:00 -
[808] - Quote
So THIS is where all your likes came from!
Suppose you were an idiot, and suppose you were a member of Congress; but I repeat myself.
-Mark Twain
:D
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4709
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Posted - 2013.11.07 23:28:00 -
[809] - Quote
Patrick57 wrote:So THIS is where all your likes came from! It is, yes. I'm in the process of preparing more threadnaughts like this atm.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Lorhak Gannarsein
577
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Posted - 2013.11.11 07:47:00 -
[810] - Quote
+1, would read (and 'like') again.
Too busy clicking cookies to play DUST...
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