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Mobius Wyvern
BetaMax. CRONOS.
2164
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Posted - 2013.07.05 20:20:00 -
[1] - Quote
One thing about armor plating has been bugging me since I first started playing this game last April:
Why do the plates reduce your movement speed?
I mean, as an example, I can fit 3 sets of 1600mm armor plating to an Amarr Battleship in EVE, and it won't make me go any slower than I would without them.
What does change is my acceleration, such that it takes me a lot longer to reach that same top speed.
So why don't Armor Plates work the same way in Dust? Instead of having speed penalties leveled against the suit, why not reduce the percentages, and then apply them against the acceleration values that have been in place since the "strafe nerf" last year?
If you combine that with my earlier thread proposing that Shield Extenders increase your Scan Profile and make you easier to detect, you end up with the plating giving you a slight reduction to how quickly you can reach your top speed in any direction, in exchange for giving no penalty to how easy you are to see on radar or pick up with an Active Scanner.
https://forums.dust514.com/default.aspx?g=posts&t=92121&find=unread My earlier thread. |
RoundEy3
Metal Mind Industries
178
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Posted - 2013.07.05 20:30:00 -
[2] - Quote
Maybe applying the handling charateristics of a space ship to running around on foot isn't the best approach? |
Tiffany NE Shephard
Opus Arcana Covert Intervention
0
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Posted - 2013.07.05 20:38:00 -
[3] - Quote
CCP did release some new proto armor mods that have no speed penalty
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Stefan Stahl
Seituoda Taskforce Command Caldari State
130
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Posted - 2013.07.05 20:47:00 -
[4] - Quote
RoundEy3 wrote:Maybe applying the handling charateristics of a space ship to running around on foot isn't the best approach? Metacritic User Review wrote:People in this game handle like spaceships. 10/10 |
Oso Peresoso
RisingSuns
134
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Posted - 2013.07.05 20:57:00 -
[5] - Quote
Tiffany NE Shephard wrote:CCP did release some new proto armor mods that have no speed penalty
they are balls. |
Arkena Wyrnspire
Turalyon Plus
1708
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Posted - 2013.07.05 21:12:00 -
[6] - Quote
Tiffany NE Shephard wrote:CCP did release some new proto armor mods that have no speed penalty
They're not 'proto', specifically. Also, they're awful for pure armour tanking. |
Delenne Arran
Ivory Hounds
27
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Posted - 2013.07.05 21:56:00 -
[7] - Quote
Crossposting this from the thread in Tech Support/Bug Reports:
I believe the reason it only slows the acceleration of your ships, but not the top speed is because on a ship, it only adds mass, not weight. Conveniently, the foumula for acceleration is "force/mass=acceleration". A merc, however, is affected by both the additional mass, and the weight that comes with it, since he's affected by the planet's gravity. Imagine trying to run your top speed with a 50lb weight vest on.
Although, that gives me an idea. Perhaps there could be a variety of plates could increase the rate your stamina drops while sprinting, rather than a flat speed decrease. |
Mobius Wyvern
BetaMax. CRONOS.
2165
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Posted - 2013.07.06 00:23:00 -
[8] - Quote
Delenne Arran wrote:Crossposting this from the thread in Tech Support/Bug Reports:
I believe the reason it only slows the acceleration of your ships, but not the top speed is because on a ship, it only adds mass, not weight. Conveniently, the foumula for acceleration is "force/mass=acceleration". A merc, however, is affected by both the additional mass, and the weight that comes with it, since he's affected by the planet's gravity. Imagine trying to run your top speed with a 50lb weight vest on.
Although, that gives me an idea. Perhaps there could be a variety of plates could increase the rate your stamina drops while sprinting, rather than a flat speed decrease. I realize this, but you also have to consider that gameplay > reality.
Both armor and shield mods have to have downsides to balance the two, but the penalties for armor can be made more reasonable, and we can add a reasonable penalty for shield mods to finally bring the two into balance.
Hard to believe how only a few months ago we had threads about how Armor trumped shield every time and Amarr suits being able to stack as many armor plates as they could was OP.
Basically, it's clear that CCP wants there to be a penalty to armor, but enforcing an overall speed reduction in an FPS of this type basically makes such equipment suicidal. What I'm proposing is a penalty that let's armor modules keep their HP advantage, while making the player decide if they want to tank the damage, or dodge it, thus making shield and armor a choice rather than only one option being picked. |
Delenne Arran
Ivory Hounds
27
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Posted - 2013.07.06 01:22:00 -
[9] - Quote
Mobius Wyvern wrote:I realize this, but you also have to consider that gameplay > reality.
Both armor and shield mods have to have downsides to balance the two, but the penalties for armor can be made more reasonable, and we can add a reasonable penalty for shield mods to finally bring the two into balance.
Hard to believe how only a few months ago we had threads about how Armor trumped shield every time and Amarr suits being able to stack as many armor plates as they could was OP.
Basically, it's clear that CCP wants there to be a penalty to armor, but enforcing an overall speed reduction in an FPS of this type basically makes such equipment suicidal. What I'm proposing is a penalty that let's armor modules keep their HP advantage, while making the player decide if they want to tank the damage, or dodge it, thus making shield and armor a choice rather than only one option being picked.
I was giving an explanation as to why things work differently in EVE. It may not be the explicitly stated reason, but it answers why it works that way in the respective games. If you'd prefer another reason, acceleration shouldn't/can't be a factor because acceleration is either negligible or nonexistent when it comes to dropsuits. They would have to completely change how movement worked, give every current and future suit a base acceleration rate for both walking and sprinting, adjust for how hard you were pushing the analog stick, figure something to for kb/m users... It'd be far more trouble than it's worth, when they can instead just create new armor plate types that don't have the move speed penalty, or have a reduced one, or future plates that decrease the user's stamina instead, and so on and so forth.
I'm not saying the current plates are as strong as they should be-- I'd like to see armor buffed and shields nerfed a bit-- but the move penalty, by itself, isn't the whole of the problem. Part of the issue is that you can mitigate the high CPU/PG cost of shields without sacrificing the number you can put on, but the only modules that would help mitigate the speed penalty of armor take up the same power slots. Another problem is that high CPU/PG cost isn't really THAT big of an issue, compared to a flat 10%/module speed decrease. On the other hand, armor and shields need to feel different beyond being more resistant to certain weapons, so any changes should to take that into account.
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Richard Krys
Tronhadar Free Guard Minmatar Republic
1
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Posted - 2013.07.06 01:29:00 -
[10] - Quote
I see some nice things in the thread, so I'll just toss in my take:
I see armor tanking characters with these plates as sort of 'juggernaut' types, not moving too quick when not sprinting, and taking a while to get up to full 'charging' sprint speed. A minor top-speed decrease would make sense as armor plates would be a bit clunky, but an acceleration decrease would make more sense in that, while it would be heavier to move in, it will simply take you longer to get up to the top speed your legs can carry you at, not stop you entirely (you ARE a physically augmented clone soldier in a powered suit). Increased stamina drain seems like a decent balance if the plates are really effective, but combined with either a speed or acceleration decrease would be a major pain, as you'd only be able to get a couple feet away before you're gasping for breath and wondering why your body is filled with holes. |
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Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
211
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Posted - 2013.07.06 01:40:00 -
[11] - Quote
if your smart and stack two complex rep Armour plates and one complex Armour plate
The stacking penalty of them decreases the complex's plates move penalty to 3% (but keep this to your self)
*edit*
putting armour on in eve does slow you down.. - and imo this issue will be fixed when they release armour waffling :P |
BL4CKST4R
WarRavens League of Infamy
421
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Posted - 2013.07.06 01:44:00 -
[12] - Quote
Mobius Wyvern wrote:One thing about armor plating has been bugging me since I first started playing this game last April: Why do the plates reduce your movement speed? I mean, as an example, I can fit 3 sets of 1600mm armor plating to an Amarr Battleship in EVE, and it won't make me go any slower than I would without them. What does change is my acceleration, such that it takes me a lot longer to reach that same top speed. So why don't Armor Plates work the same way in Dust? Instead of having speed penalties leveled against the suit, why not reduce the percentages, and then apply them against the acceleration values that have been in place since the "strafe nerf" last year? If you combine that with my earlier thread proposing that Shield Extenders increase your Scan Profile and make you easier to detect, you end up with the plating giving you a slight reduction to how quickly you can reach your top speed in any direction, in exchange for giving no penalty to how easy you are to see on radar or pick up with an Active Scanner. https://forums.dust514.com/default.aspx?g=posts&t=92121&find=unreadMy earlier thread.
Because it is a lot harder for devs to code this mechanic. |
Mobius Wyvern
BetaMax. CRONOS.
2176
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Posted - 2013.07.06 01:46:00 -
[13] - Quote
BL4CKST4R wrote:Mobius Wyvern wrote:One thing about armor plating has been bugging me since I first started playing this game last April: Why do the plates reduce your movement speed? I mean, as an example, I can fit 3 sets of 1600mm armor plating to an Amarr Battleship in EVE, and it won't make me go any slower than I would without them. What does change is my acceleration, such that it takes me a lot longer to reach that same top speed. So why don't Armor Plates work the same way in Dust? Instead of having speed penalties leveled against the suit, why not reduce the percentages, and then apply them against the acceleration values that have been in place since the "strafe nerf" last year? If you combine that with my earlier thread proposing that Shield Extenders increase your Scan Profile and make you easier to detect, you end up with the plating giving you a slight reduction to how quickly you can reach your top speed in any direction, in exchange for giving no penalty to how easy you are to see on radar or pick up with an Active Scanner. https://forums.dust514.com/default.aspx?g=posts&t=92121&find=unreadMy earlier thread. Because it is a lot harder for devs to code this mechanic. How so, specifically?
I realize changing something like that isn't a matter of just adjusting some numbers, but I don't think you'll argue when I say it would be worth it in the long run.
Part of the reason you're seeing those threads claiming the Mass Driver is suddenly OP is because the speed penalties on armor plates leave you completely unable to dodge shots from them, and their bonus against armor damage means you'll just be shredded before you can even fire back. |
Delenne Arran
Ivory Hounds
27
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Posted - 2013.07.06 02:03:00 -
[14] - Quote
I suspect a larger part of why people are claiming the Mass Driver is suddenly OP is that they just aren't used to seeing them, so aren't used to having to deal with them. Personally, I've had more trouble with hitting the person using them through all the smoke they kick up and my screen shaking than with the damage they do. Flaylocks, however, are another story, and neither are really here nor there. |
Provolonee
Undefined Risk DARKSTAR ARMY
42
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Posted - 2013.07.06 02:13:00 -
[15] - Quote
Having them affect your turn speed is a bigger issue for me. It's like adjusting my controller sensitivity with every fit. The movement penalty can be reduced by stacking the ferro plates with the standard ones. |
Mobius Wyvern
BetaMax. CRONOS.
2179
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Posted - 2013.07.06 02:17:00 -
[16] - Quote
Provolonee wrote:Having them affect your turn speed is a bigger issue for me. It's like adjusting my controller sensitivity with every fit. The movement penalty can be reduced by stacking the ferro plates with the standard ones. I don't think turning needs to be impacted, just the rate at which you accelerate to full speed. |
Delenne Arran
Ivory Hounds
27
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Posted - 2013.07.06 02:30:00 -
[17] - Quote
Suspect the Ferroscale plate thing is a glitch, anyway.
As for a possible acceleration penalty-- In addition to what I said in my previous post, even if it were possible and easy to code in, I think an acceleration penalty of less than a 25-33% decrease per plate would be too small of one, anyway. If you're standing still in a firefight, you've likely got cover within one or two steps, so how fast you accelerate doesn't really matter, because you're not moving much. If you're running and gunning, you've already accelerated, so how long it takes to get there... doesn't really matter. Any acceleration penalty would have to be massive to actually be a penalty. |
Mobius Wyvern
BetaMax. CRONOS.
2181
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Posted - 2013.07.06 02:37:00 -
[18] - Quote
Delenne Arran wrote:Suspect the Ferroscale plate thing is a glitch, anyway.
As for a possible acceleration penalty-- In addition to what I said in my previous post, even if it were possible and easy to code in, I think an acceleration penalty of less than a 25-33% decrease per plate would be too small of one, anyway. If you're standing still in a firefight, you've likely got cover within one or two steps, so how fast you accelerate doesn't really matter, because you're not moving much. If you're running and gunning, you've already accelerated, so how long it takes to get there... doesn't really matter. Any acceleration penalty would have to be massive to actually be a penalty. You're not factoring in CQC, man.
What happens when someone comes after you at close range with a shotgun or something? If they're in a shield-tanked Scout suit, they can move fast enough that there's no way you're going to get away, and they don't even have to work that hard at aiming to kill you. |
Azri Sarum
BurgezzE.T.F
36
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Posted - 2013.07.06 02:43:00 -
[19] - Quote
Mobius Wyvern wrote: You're not factoring in CQC, man.
What happens when someone comes after you at close range with a shotgun or something? If they're in a shield-tanked Scout suit, they can move fast enough that there's no way you're going to get away, and they don't even have to work that hard at aiming to kill you.
Thats the crux of the problem right there. In a fps, SPEED IS KING.
If the penalty on armor plates is switched to acceleration, thats just a different kind of speed penalty. All it does is make you slow in CQC but still able to reach full speed on longer runs. In the situation above, your dead with either penalty.
As long as armor's penalty is to speed its going to be a nightmare to balance. |
Tectonious Falcon
Phaze O n e
646
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Posted - 2013.07.06 02:44:00 -
[20] - Quote
Delenne Arran wrote:I suspect a larger part of why people are claiming the Mass Driver is suddenly OP is that they just aren't used to seeing them, so aren't used to having to deal with them. Personally, I've had more trouble with hitting the person using them through all the smoke they kick up and my screen shaking than with the damage they do. Flaylocks, however, are another story, and neither are really here nor there.
We've seen plenty of Mass Drivers. |
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Mobius Wyvern
BetaMax. CRONOS.
2184
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Posted - 2013.07.06 02:46:00 -
[21] - Quote
Azri Sarum wrote:Mobius Wyvern wrote: You're not factoring in CQC, man.
What happens when someone comes after you at close range with a shotgun or something? If they're in a shield-tanked Scout suit, they can move fast enough that there's no way you're going to get away, and they don't even have to work that hard at aiming to kill you.
Thats the crux of the problem right there. In a fps, SPEED IS KING. If the penalty on armor plates is switched to acceleration, thats just a different kind of speed penalty. All it does is make you slow in CQC but still able to reach full speed on longer runs. In the situation above, your dead with either penalty. As long as armor's penalty is to speed its going to be a nightmare to balance. It doesn't have to be a major penalty in order to provide balance while not shitting on armor tankers.
Also, if you look at several threads on the topic of Explosive weapons, they seem to be hitting armor with a far higher modifier than they should.
Closer to 35% bonus than 20%. |
Delenne Arran
Ivory Hounds
27
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Posted - 2013.07.06 02:55:00 -
[22] - Quote
Mobius Wyvern wrote:Delenne Arran wrote:Suspect the Ferroscale plate thing is a glitch, anyway.
As for a possible acceleration penalty-- In addition to what I said in my previous post, even if it were possible and easy to code in, I think an acceleration penalty of less than a 25-33% decrease per plate would be too small of one, anyway. If you're standing still in a firefight, you've likely got cover within one or two steps, so how fast you accelerate doesn't really matter, because you're not moving much. If you're running and gunning, you've already accelerated, so how long it takes to get there... doesn't really matter. Any acceleration penalty would have to be massive to actually be a penalty. You're not factoring in CQC, man. What happens when someone comes after you at close range with a shotgun or something? If they're in a shield-tanked Scout suit, they can move fast enough that there's no way you're going to get away, and they don't even have to work that hard at aiming to kill you.
If a shotgun scout gets to close range, it's unlikely I'd be able to get away in general since their suits are faster even before any armor penalties and they're likely to be using Kinetic Catalyzers and Cardiac Regulators. The counter to a shield tanked shotgun scout isn't to be faster and escape, it's to shoot them once in the chest with a charged scrambler rifle shot before they get to you. In addition, as the other guy said, if the penalty is to acceleration, you'll still be killed before you can run away-- in fact, you'll be killed faster, since you can't just instantly start running at 6m/s in the other direction. |
Provolonee
Undefined Risk DARKSTAR ARMY
42
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Posted - 2013.07.06 04:22:00 -
[23] - Quote
Wouldn't this have apply to every suits base armor? |
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