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Thread Statistics | Show CCP posts - 178 post(s) |
Adipem Nothi
Nos Nothi
2131
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Posted - 2014.06.21 18:21:00 -
[15961] - Quote
Llast 326 wrote:The fundamental problem the Min scout faces is it's bonuses tax it's resources. To maximize bonuses for scouts this is how they stand. Cal Scout: Precision and Range use only CPU it works even with low PG Gal Scout: Range and Damps only use CPUGǪ leaving a **** ton for fitting Amarr: StaminaGǪ don't even need a mod, but really they are a whole other issue Min Scout: Knives, they cost as much fitting as ScP, Code Breakers also taxing on Min Scout. Nevermind trying to add speed Cloak, a solid weapon besides NK. Shields are also resource taxing, but unlike the Cal fitting to your bonus means you can't fit shields as easily. Excellent point. Rattati's indicated that he's looking to rework fitting requirements. I'm not sure if this will work for or against the Minmatar, so we'll have to wait-and-see. I can't think of a quick fix to the problem; we tried that already, and we were denied (request a base PG increase).
Wouldn't relocating PG Extenders help out the Minmatar? What else can we do aside from waiting for Rattati to rework resource reqs?
Shoot scout with yes...
- Ripley Riley
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Llast 326
An Arkhos
3742
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Posted - 2014.06.21 18:26:00 -
[15962] - Quote
Adipem Nothi wrote:Llast 326 wrote:The fundamental problem the Min scout faces is it's bonuses tax it's resources. To maximize bonuses for scouts this is how they stand. Cal Scout: Precision and Range use only CPU it works even with low PG Gal Scout: Range and Damps only use CPUGǪ leaving a **** ton for fitting Amarr: StaminaGǪ don't even need a mod, but really they are a whole other issue Min Scout: Knives, they cost as much fitting as ScP, Code Breakers also taxing on Min Scout. Nevermind trying to add speed Cloak, a solid weapon besides NK. Shields are also resource taxing, but unlike the Cal fitting to your bonus means you can't fit shields as easily. Excellent point. Rattati's indicated that he's looking to rework fitting requirements. I'm not sure if this will work for or against the Minmatar, so we'll have to wait-and-see. I can't think of a quick fix to the problem; we tried that already, and we were denied (request a base PG increase). Wouldn't moving PG Extenders from Lows to Highs help out the Minmatar? What else can we do aside from waiting for Rattati to rework resource reqs? Was updating the post while you responded see above ^
KRRROOOOOOM
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Adipem Nothi
Nos Nothi
2133
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Posted - 2014.06.21 18:28:00 -
[15963] - Quote
Llast 326 wrote:Adipem Nothi wrote:Llast 326 wrote:The fundamental problem the Min scout faces is it's bonuses tax it's resources. To maximize bonuses for scouts this is how they stand. Cal Scout: Precision and Range use only CPU it works even with low PG Gal Scout: Range and Damps only use CPUGǪ leaving a **** ton for fitting Amarr: StaminaGǪ don't even need a mod, but really they are a whole other issue Min Scout: Knives, they cost as much fitting as ScP, Code Breakers also taxing on Min Scout. Nevermind trying to add speed Cloak, a solid weapon besides NK. Shields are also resource taxing, but unlike the Cal fitting to your bonus means you can't fit shields as easily. Excellent point. Rattati's indicated that he's looking to rework fitting requirements. I'm not sure if this will work for or against the Minmatar, so we'll have to wait-and-see. I can't think of a quick fix to the problem; we tried that already, and we were denied (request a base PG increase). Wouldn't moving PG Extenders from Lows to Highs help out the Minmatar? What else can we do aside from waiting for Rattati to rework resource reqs? Was updating the post while you responded see above ^ I saw that :-)
Rattati's big into feedback. We'll wait for our number to come up when he gets to KinCats, Codebreakers and Knives. As for our proposal, I'd prefer to point the bonus to efficacy vs fitting efficiency; I think this way would be more helpful for the Minmatar who run a single KinCat.
What do you think?
Shoot scout with yes...
- Ripley Riley
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Llast 326
An Arkhos
3742
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Posted - 2014.06.21 18:55:00 -
[15964] - Quote
Adipem Nothi wrote:Llast 326 wrote:Adipem Nothi wrote:Llast 326 wrote:The fundamental problem the Min scout faces is it's bonuses tax it's resources. To maximize bonuses for scouts this is how they stand. Cal Scout: Precision and Range use only CPU it works even with low PG Gal Scout: Range and Damps only use CPUGǪ leaving a **** ton for fitting Amarr: StaminaGǪ don't even need a mod, but really they are a whole other issue Min Scout: Knives, they cost as much fitting as ScP, Code Breakers also taxing on Min Scout. Nevermind trying to add speed Cloak, a solid weapon besides NK. Shields are also resource taxing, but unlike the Cal fitting to your bonus means you can't fit shields as easily. Excellent point. Rattati's indicated that he's looking to rework fitting requirements. I'm not sure if this will work for or against the Minmatar, so we'll have to wait-and-see. I can't think of a quick fix to the problem; we tried that already, and we were denied (request a base PG increase). Wouldn't moving PG Extenders from Lows to Highs help out the Minmatar? What else can we do aside from waiting for Rattati to rework resource reqs? Was updating the post while you responded see above ^ I saw that :-) Rattati's big into feedback. We'll wait for our number to come up when he gets to KinCats, Codebreakers and Knives. As for our proposal, I'd prefer to point the bonus to efficacy vs fitting efficiency; I think this way would be more helpful for the Minmatar who run a single KinCat. What do you think? As a Min who runs a single Kin, it may help. But I am already running just one, and struggle to fit for any Codebreakers, and have any ability to dodge scans or be invisible. At least if I was a bit faster I might be able to get in and Knife that Warden before he Shotguns me, or the four heavies in his squad gun me down
I would not mind being faster, but am okay with the speed one Kin offers, as long as I am able to do something else effectively. I'll give up HP to Hack faster, so moving Codebreakers to the Lows is good, but I still want to be able to fit my suit to stand a chance without Spooks or worse yet ******* Logis doing it better.
KRRROOOOOOM
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Adipem Nothi
Nos Nothi
2134
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Posted - 2014.06.21 18:59:00 -
[15965] - Quote
@ Llast * Aren't modules on the left the Highs and the right are Lows? * Aren't codebreakers already right-side?
PS: Similarly, you'll be able to get in closer to wardens before they know you're coming since their range is lowered. And fewer CalScouts will serve as wardens, as running 1-2 cPEs will no longer cut it.
@ All Shifting Gal and Cal bonuses from Base Scan Range to point to Range Extenders. Minor changes in value.
Thoughts?
Shoot scout with yes...
- Ripley Riley
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Llast 326
An Arkhos
3742
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Posted - 2014.06.21 19:02:00 -
[15966] - Quote
Would it be so bad to just work towards reducing the cost of Codebreakers? What would that look like in the grand scheme of the game?
Logi could fit them easy, but they already can. Same with Spooks and Amarr HeaviesGǪ only those who like to experiment would use them and they can fit anything they want already. Commando, not enough slots to steal the thunder of the Minja Assaults - working from this base stat not really worth the sacrifice of the slot
KRRROOOOOOM
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Llast 326
An Arkhos
3742
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Posted - 2014.06.21 19:06:00 -
[15967] - Quote
Adipem Nothi wrote:@ Llast * Aren't modules on the left the Highs and the right are Lows? * Aren't codebreakers already right-side?
PS: Similarly, you'll be able to get in closer to wardens before they know you're coming since their range is lowered. And fewer CalScouts will serve as wardens, as running 1-2 cPEs will no longer cut it.
@ All Shifting Gal and Cal bonuses from Base Scan Range to point to Range Extenders. Minor changes in value.
Thoughts? Codebreakers are Lows, was implying that I would not oppose the move to Highs. I'll give up shields to hack anytimeGǪ that switch seems good to me
KRRROOOOOOM
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Cat Merc
Onslaught Inc RISE of LEGION
10380
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Posted - 2014.06.21 19:15:00 -
[15968] - Quote
So I'll just pop my head out here to say that I just thought of something. Why do Caldari/Gallente have such high amounts of powergrid?
Precision enhancers, Range amplifiers and Dampeners are all CPU based, there's no justification for the, honestly, over the top amounts of powergrid they get. The Gallente Scout has around 13 more PG than my Assault after skills, but for what? More tank?
It might also be true of Amarr/Minmatar scouts, but I don't understand them enough to make a claim.
Just wanted to point that out.
Feline overlord of all humans - CAT MERC
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Appia Vibbia
Molon Labe. General Tso's Alliance
2992
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Posted - 2014.06.21 19:55:00 -
[15969] - Quote
So that gallente can Tank. They can armor tank, brick tank, speed tank, or hack-tank. Minmatar are designed with a more balanced loadout in mind. . . but as was said, people don't use products they way they're designed they use them the way they want to.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Appia Vibbia
Molon Labe. General Tso's Alliance
2992
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Posted - 2014.06.21 19:57:00 -
[15970] - Quote
Llast 326 wrote:Adipem Nothi wrote:@ Llast * Aren't modules on the left the Highs and the right are Lows? * Aren't codebreakers already right-side?
PS: Similarly, you'll be able to get in closer to wardens before they know you're coming since their range is lowered. And fewer CalScouts will serve as wardens, as running 1-2 cPEs will no longer cut it.
@ All Shifting Gal and Cal bonuses from Base Scan Range to point to Range Extenders. Minor changes in value.
Thoughts? Codebreakers are Lows, was implying that I would not oppose the move to Highs. I'll give up shields to hack anytimeGǪ that switch seems good to me
I prefer the Codebreakers in the low slots so I can run 3 complex precision mods on my hack suit. IMO it's a whole lot nicer when you have the Precision strength to detect a Cal-Scout or their friends coming in after you because you aren't dampened enough.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1964
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Posted - 2014.06.21 20:44:00 -
[15971] - Quote
Thought: What if the Gallente got the ability to decrease the profile of team mates in a ten metre radius?
Edit: Bad idea.
Re-edit: Shared passives removed, Caldari receive the ability to share scans to team mates in a 10 metre radius.
Another edit: Amarr and Minmatar receive more pronounced mobility bonuses, Minmatar focused on moving fast, Amarr on constantly moving.
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Spectral Clone
Dust2Dust.
2878
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Posted - 2014.06.21 21:35:00 -
[15972] - Quote
Insider information from ex. CCP employee why WoD was shut down, why Incarna and Dust 514 was a fail:
http://www.theguardian.com/technology/2014/jun/05/world-of-darkness-the-inside-story-mmo-ccp-white-wolf
Sorry to bring the bad news to you guys, but you need to stop paying this company your money, they are no better than EA.
"The DUST 514 Dev Team is not reduced or affected by the restructuring at CCP."
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voidfaction
Void of Faction
279
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Posted - 2014.06.21 22:21:00 -
[15973] - Quote
Welcome to the real world. |
J0LLY R0G3R
And the ButtPirates
937
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Posted - 2014.06.21 22:28:00 -
[15974] - Quote
Bit of old news, I thought scouts were the first on the scene. The cause of the accident actually. Not the ambulance chaser. Just pokin at ya.
-XD
Where I'll be - Destiny Alpha Montage - XD
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Spectral Clone
Dust2Dust.
2880
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Posted - 2014.06.21 22:28:00 -
[15975] - Quote
voidfaction wrote:Welcome to the real world.
Defending CCP is like saying the Dole banana pesticide scandal in the 70:s was acceptable, just because, real world.
All I hear is failed logic, from a CCP fanboy.
"The DUST 514 Dev Team is not reduced or affected by the restructuring at CCP."
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Bayeth Mal
OSG Planetary Operations Covert Intervention
581
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Posted - 2014.06.21 22:29:00 -
[15976] - Quote
I know we've decided Gal should be the ghost as it were, and I'm kind of beating a dead horse. But I do think so much of the reason Min is getting screwed is it's having to stack so many dampeners to try and keep up with the Gal. As for both Min and Gal being CQC, not getting scanned is paramount.
I wouldn't complain if Gal became range and then Cal could be built around scanning all the other scouts equally. Gal: Telescope Cal: Microscope So there would be kind of an overlap where Cal and Gal can use their non-mainline mod slots and could theoretically run similar builds. Gal with 2x prec-enhancers and 0x range amps Cal with 2xrange amps and 0xprec-enhancers They could theoretically be equivalent. It would also add flexibility.
Heading over to Destiny Beta and a few others
Hit me up for Skype and PSN
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Appia Vibbia
Molon Labe. General Tso's Alliance
3003
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Posted - 2014.06.21 22:34:00 -
[15977] - Quote
Spectral Clone wrote:voidfaction wrote:Welcome to the real world. Defending CCP is like saying the Dole banana pesticide scandal in the 70:s was acceptable, just because, real world. All I hear is failed logic, from a CCP fanboy.
Dude, you're about a month behind if you're just linking that here today. That article has been cut, copied, and pasted word for word the past 6 weeks. First on the scene was like 1/2 weeks after FailFest
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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voidfaction
Void of Faction
279
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Posted - 2014.06.21 22:48:00 -
[15978] - Quote
Spectral Clone wrote:voidfaction wrote:Welcome to the real world. Defending CCP is like saying the Dole banana pesticide scandal in the 70:s was acceptable, just because, real world. All I hear is failed logic, from a CCP fanboy. Sorry i'm not defending CCP. It is the real world of business. The way I see it was some devs got paid to do a job that in the end was canceled. Who lost? CCP because they had to pay those people that returned no product to profit them. Yes it's sad people lost there jobs but this is the real world where a company has to make decision to keep the company profitable vs keeping employees. If you have or had your own company you would know that #1 is money. Without money you have no company and employees don't work for free. You hire when you need more employees you cut when they are not needed. You have to prioritize you company on what makes you profit and drop things that don't and sometimes that even means projects that are not complete to find out if they will make a profit.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
128
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Posted - 2014.06.21 23:05:00 -
[15979] - Quote
So i've been thinking about scout balance and people's ideas. I think the danger is to have too many bonuses therefore making things quite messy. Here's what I would propose (mostly copied from other peoples/Shotty's ideas).
Cal: Get rid of the range amp bonus. It's just too powerful combined with a precison bonus. It also aids slaying/assault helping to upset scout-assault balance. Make precison a bonus to precision mods using the numbers in Shotty's spreadsheet.
Gallente: Also get rid of the pathetic remaining range bonus. A bonus to damps (using Shotty's numbers) is a powerful bonus on it's own.
Minmatar: Here things are a bit tricky. I've thought about the scanning situation and to be honest, I think it's ok. What needs to change is that the suit needs to be viable with 3 profile dampeners fitted. The main role of the suit is hacking. Nova knives are fun but you can't base an entire suit's role on one weapon. I do hope that Logibro implements decent aim assist for knives though (like he suggested he might) as I think that will greatly help their viability without dumbing them down. So focusing on hacking, you need to be able to make a decent speed hack suit with 3 damps attached. This requires 2 things: 1) Codebreakers need to be moved to high slots. 2) Minmatar's hacking speed needs to be high enough to speed hack with only 1 codebreaker attached to allow atleast a bit of survivability, which currently it isn't. I suggest inproving the suit's base hack plus a bonus to hacking. Hopefully resulting in a roughly 25% increase in hack speed compared to now. I don't think we will be alowed a bonus to biotics as well as hacking. Keep the knife bonus if you must. It adds nice flavour to the suit but personally I think if a weapon needs a 25% damage bonus it just shows you the weapon is underpowered.
Amarr: I don't like the idea of an armor bonus. I know it's very Amarr but it's not very scout. The assault players would be up in arms. I would prefer giving them the scan range bonus, or a cloak duration bonus, or a scrambler pistol bonus.
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1965
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Posted - 2014.06.21 23:26:00 -
[15980] - Quote
Give the Amarr a reduction to fall damage and inertia dampener impact radius/damage. shrugs
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Brokerib
Lone Wolves Club
1405
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Posted - 2014.06.21 23:33:00 -
[15981] - Quote
Adipem Nothi wrote:Brokerib wrote: 1. Inate hack speed goes to 1.25, and the suit bonus is removed. 2. Replace with 5% biotic module efficiency per level
1. Great idea. I'll work it in. 2. The Devs say no (breaks HD), and we have to work with that until they change their mind. * I see what you're saying and I like the idea, but I'd much prefer Rattati to tell us 12 m/s is fine first. I don't want to present as though we're trying to pull a fast one. <---- oh yes I did @ Scouts Let me know if Gav is contributing meaningfully to the conversation and I'll unhide his posts. What's the actual number it breaks at? 5% biotic/kin cat efficency brings the Minmatar to 11.9m/s. If the break point is 12m/s, then thats fine isn't it? Does anyone have the an actual dev quote on the numbers?
Knowledge is power
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Brokerib
Lone Wolves Club
1405
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Posted - 2014.06.21 23:42:00 -
[15982] - Quote
Appia Vibbia wrote:We do know this. We have the SDK. we can see the that those values are functions. Subsets of movements are all multiplied from base ground speed. 0.3 for crouch. there's a value for "free walk" that I haven't figured out what "free walk" is. Sprint is 1.4. Strafe is ground speed * 0.9
copy paste without regards to formatting.
mCharProp.movementCrouch.backwardSpeedScale1.0 mCharProp.movementCrouch.groundSpeedScale0.3 mCharProp.movementCrouch.jumpStaminaCost65.0 mCharProp.movementCrouch.strafeSpeedScale1.1 mCharProp.movementFreeWalk.backwardSpeedScale0.25 mCharProp.movementFreeWalk.groundSpeedScale0.35 mCharProp.movementFreeWalk.jumpStaminaCost65.0 mCharProp.movementFreeWalk.strafeSpeedScale0.7 mCharProp.movementRun.backwardSpeedScale1.0 mCharProp.movementRun.groundSpeedScale1.0 mCharProp.movementRun.jumpStaminaCost65.0 mCharProp.movementRun.strafeSpeedScale0.9 mCharProp.movementSprint.backwardSpeedScale1.0 Yoink!
Math of Movement post to get an update.
Just on a side note, do you have any idea what values are associated with fall damage? I'd like to take that one back up with CCP and it would be easier if I could talk their language.
Knowledge is power
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Llast 326
An Arkhos
3746
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Posted - 2014.06.21 23:52:00 -
[15983] - Quote
Brokerib wrote:Appia Vibbia wrote:We do know this. We have the SDK. we can see the that those values are functions. Subsets of movements are all multiplied from base ground speed. 0.3 for crouch. there's a value for "free walk" that I haven't figured out what "free walk" is. Sprint is 1.4. Strafe is ground speed * 0.9
copy paste without regards to formatting.
mCharProp.movementCrouch.backwardSpeedScale1.0 mCharProp.movementCrouch.groundSpeedScale0.3 mCharProp.movementCrouch.jumpStaminaCost65.0 mCharProp.movementCrouch.strafeSpeedScale1.1 mCharProp.movementFreeWalk.backwardSpeedScale0.25 mCharProp.movementFreeWalk.groundSpeedScale0.35 mCharProp.movementFreeWalk.jumpStaminaCost65.0 mCharProp.movementFreeWalk.strafeSpeedScale0.7 mCharProp.movementRun.backwardSpeedScale1.0 mCharProp.movementRun.groundSpeedScale1.0 mCharProp.movementRun.jumpStaminaCost65.0 mCharProp.movementRun.strafeSpeedScale0.9 mCharProp.movementSprint.backwardSpeedScale1.0 Yoink! Math of Movement post to get an update. Just on a side note, do you have any idea what values are associated with fall damage? I'd like to take that one back up with CCP and it would be easier if I could talk their language. Fall damage seems to be a set value, but it's been awhile since I experimented with it. As I recall falling in a Med frame is a lot safer than falling in a scout suit. I think it should be percentage based though
KRRROOOOOOM
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Llast 326
An Arkhos
3746
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Posted - 2014.06.22 00:02:00 -
[15984] - Quote
Arkena why you no advertise to us.
Spade whada say should we go on a hunt
KRRROOOOOOM
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Appia Vibbia
Molon Labe. General Tso's Alliance
3004
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Posted - 2014.06.22 00:07:00 -
[15985] - Quote
I'll go search through the stuff but I don't know what the value is called. All those a properties of the suit that can be changed individually. This may be why Logibro didn't go with the idea of reducing back-pedal speed because it means changing it in ever suit 6x3 for frame, 20x3 for role. 12x3 for LP. All the BPOs and all the AUR suits.
Fall damage is constant across all suits and caps out at 500 damage- or some thing close to that. Jumping affects the value too as if you walk off a high edge you take more damage than if you jumped off
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
1966
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Posted - 2014.06.22 00:12:00 -
[15986] - Quote
Agreed Llast
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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LeGoose
SAM-MIK General Tso's Alliance
365
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Posted - 2014.06.22 00:44:00 -
[15987] - Quote
800 pages... took us long enough
Click it! I dare you...
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One Eyed King
Land of the BIind
2082
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Posted - 2014.06.22 00:50:00 -
[15988] - Quote
As far as my views on minmatar issues it all revolves around several issues all involving scanning.
1) Being able to scan > Being able to avoid a scan.
2) Shared perma scanning (which we know is here to stay for the short to medium term )
3) The relative sacrifice the Cal needs to make in order to pick up a minja vs the amount of sacrifice a minja needs to make in order to avoid scans.
I don't think that minmatar (or for that matter scouts in general) should be able to completely avoid scans, but they should be able to avoid PASSIVE scans. Or at least force the Cal to sacrifice nearly everything in order to pick us up.
Otherwise, I think active scanners do the job nicely. They are not omnidirectional, nor are they permenant
As it stands, everything else is immaterial save for the players with the highest level skills. It doesn't matter how fast you are if you show up on scans, or how fast you can hack if you can't reach the terminal.
When the cloak dampening bonus was still in play, I found my innate hack speed was fast enough if I played smart. And if Appia is right about showing up with a chevron over your cloaked head (which I never knew, but assume she does), then she is right about that being next to useless.
Knife additions for me, when they come, will be a nice addition for those who can always run proto, but won't mean as much on lower level suits that can't dampen enough do to slot layout and fitting. They are so close to great that the marginal benefit any good buff can provide won't be enough to compensate for the weaknesses of the suit, and anything more than that would be incredibly over powered.
All Rattati did with Alpha was create more problems, that will require a greater number of fixes, and he didn't even fix the tanking problem. I know he means well, but he might as well delete Minmatar scouts and Amarr scouts because I don't trust that whatever fix he comes up with either fix the problem or will create more problems than what existed before.
TL;DR I like making the Cal and Gal have to fit the modules to really get an advantage. Knifing, hacking, and kincat bonuses will be meaningless if the former doesn't happen.
This is how a minja feels
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5380
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Posted - 2014.06.22 01:08:00 -
[15989] - Quote
Hey Guys. 800 Pages
That Crazy Minmatar Scout
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5380
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Posted - 2014.06.22 01:09:00 -
[15990] - Quote
Llast 326 wrote:Brokerib wrote:Appia Vibbia wrote:We do know this. We have the SDK. we can see the that those values are functions. Subsets of movements are all multiplied from base ground speed. 0.3 for crouch. there's a value for "free walk" that I haven't figured out what "free walk" is. Sprint is 1.4. Strafe is ground speed * 0.9
copy paste without regards to formatting.
mCharProp.movementCrouch.backwardSpeedScale1.0 mCharProp.movementCrouch.groundSpeedScale0.3 mCharProp.movementCrouch.jumpStaminaCost65.0 mCharProp.movementCrouch.strafeSpeedScale1.1 mCharProp.movementFreeWalk.backwardSpeedScale0.25 mCharProp.movementFreeWalk.groundSpeedScale0.35 mCharProp.movementFreeWalk.jumpStaminaCost65.0 mCharProp.movementFreeWalk.strafeSpeedScale0.7 mCharProp.movementRun.backwardSpeedScale1.0 mCharProp.movementRun.groundSpeedScale1.0 mCharProp.movementRun.jumpStaminaCost65.0 mCharProp.movementRun.strafeSpeedScale0.9 mCharProp.movementSprint.backwardSpeedScale1.0 Yoink! Math of Movement post to get an update. Just on a side note, do you have any idea what values are associated with fall damage? I'd like to take that one back up with CCP and it would be easier if I could talk their language. Fall damage seems to be a set value, but it's been awhile since I experimented with it. As I recall falling in a Med frame is a lot safer than falling in a scout suit. I think it should be percentage based though
It also maxes out at around 600 damage.
You can fall from the skybox in a heavy suit and survive. After a certain point, damage doesn't increase.
That Crazy Minmatar Scout
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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