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61. Announcement:Dev Blog: The Commando: Uprising 1.2 brings new dropsuit role - in Announcement and Events [original thread]
There still are some needed answers on this. I don't want to spec into ADV suits before I know anything else about how the bonus applies to modules... * Does the suit at +2% efficacy on top of the modules bonus? So at level 5 does a basic shield ...
- by Beren Hurin - at 2013.07.23 18:33:00
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62. Announcement:Dev Blog: Explosive Dampening: Weapon Rebalancing in Uprising 1.3 - in Announcement and Events [original thread]
Fenix Alexarr wrote: "Remedy" for the murder taxis? Grenades sticking to the LAV and killing a driver isn't a remedy. It kills the idea of having a vehicle to rep other vehicles (or infantry for God's sake) since you can't go anywhere near enem...
- by Beren Hurin - at 2013.07.23 17:54:00
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63. Announcement:Dev Blog: Explosive Dampening: Weapon Rebalancing in Uprising 1.3 - in Announcement and Events [original thread]
Reaper Skordeman wrote: I'm just curious as to why the direct damage of the Flaylock has suffered such a drastic change. The blast radius and damage needed to be changed no doubt, but a direct hit seems lesser. EDIT: Upon rethinking I feel tha...
- by Beren Hurin - at 2013.07.23 16:40:00
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64. Announcement:Dev Blog: Explosive Dampening: Weapon Rebalancing in Uprising 1.3 - in Announcement and Events [original thread]
Hmm... sticky grenade = small nerf to LAVs...? If it sticks to the LAV that probably means death to driver right?
- by Beren Hurin - at 2013.07.23 16:25:00
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65. Announcement:Dev Blog: Explosive Dampening: Weapon Rebalancing in Uprising 1.3 - in Announcement and Events [original thread]
So based on the community's help in figuring out how nanohives use nanite clusters, the stats for the consumed clusters per grenade has been something like 10+ clusters per grenade (but really the stat was 30 clusters to fill your grenade pack.) ...
- by Beren Hurin - at 2013.07.23 16:14:00
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66. Announcement:Dev Blog: Explosive Dampening: Weapon Rebalancing in Uprising 1.3 - in Announcement and Events [original thread]
Vethosis wrote: 1st, it only took 2 months to act on this. This can't be a valid complaint. Considering it takes, what, a week or more to get the SP for proto, and then its not like they would have statistics for the past to compare much to....
- by Beren Hurin - at 2013.07.23 16:08:00
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67. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
It all boils down to, "do people care that they help their team". I've played with too many stupid snipers who think that KDR is everything. You couldn't convince someone otherwise if they get this in their head. If you look however just at the ...
- by Beren Hurin - at 2013.07.21 19:59:00
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68. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Jadek Menaheim wrote: In regards to Gallente armor tanking, I'd like to see a bonus to repair tool efficacy for repair beams used on their suits. I'd like to see that bonus come from reactive plates. Extra 10%/15%/20% healed remotely per rea...
- by Beren Hurin - at 2013.07.19 20:48:00
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69. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Cross, don't you think its a sort of zero sum game at this point. Any gank/dps/slayer bonus you add to assaults makes everyone less survivable? So aren't we just left with trying to facilitate logistics racial 'synergy' with general play styles of...
- by Beren Hurin - at 2013.07.19 02:10:00
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70. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
zzZaXxx wrote: [quote=Beren Hurin]Caldari Logis aren't anything now. Disagree. They arguably have 2 utility low slots they could use for hacking modules, biotics, or stealth mods. They would NOT be in CQC with that fit, but be able to sneak...
- by Beren Hurin - at 2013.07.18 19:33:00
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71. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
ZDub 303 wrote: I will say this too... All these changes really do is ensure caldari logis cannot and will not run proto equipment. There's no way we can afford it now when running complex modules is taking up every last shread of CPU/PG. Som...
- by Beren Hurin - at 2013.07.18 19:18:00
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72. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Cat Merc wrote: Beren Hurin wrote: Cat Merc wrote: And who cares about "per slot"? What's important is in the end hiw well your suit works, 4 slots who get -25% vs one slot that gets -25%. *sigh* 4 slots who's average fitting cost is...
- by Beren Hurin - at 2013.07.18 18:45:00
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73. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Cat Merc wrote: And who cares about "per slot"? What's important is in the end hiw well your suit works, 4 slots who get -25% vs one slot that gets -25%. *sigh* 4 slots who's average fitting cost is 25% less than weapons each get -25% fitt...
- by Beren Hurin - at 2013.07.18 18:34:00
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74. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Hawkin P wrote: So you traded in the Caladri Assault bonus from 25% reload speed to 10% better shield extenders? That is a max bonus of 28 extra shields in a proto suit that runs 4 complex shield extenders. Most likely in normal (Proto) use tha...
- by Beren Hurin - at 2013.07.18 18:06:00
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75. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Cat Merc wrote: So my Gal Logi suit with a buch of equipment and better survivability than my assault suit is a lie? Gal Logi is probably the closest thing to a trade off in terms of SURVIVABILITY only. At proto level your assault role bonu...
- by Beren Hurin - at 2013.07.18 17:39:00
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76. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Assaults generally have 20% more base HP while having 30% less fitting. At max skills a Proto Caldari Logi has +87 CPU and +22.5 PG over assault. Other logi suits come out a little more ahead on CPU or PG. If you look at average fitting requireme...
- by Beren Hurin - at 2013.07.18 17:01:00
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77. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
reydient wrote: Zeylon Rho wrote: Unmei no Hoeru wrote: Yeah finally the amarr logistic won't be the underdog, and on top of that the assault caldari will be really more than the cheaper version of the basic fit. PD: I want this to be a...
- by Beren Hurin - at 2013.07.18 15:51:00
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78. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Absolute Idiom II wrote: Quote: These changes are intended to alleviate some of the current issues with the Logistics suits, but they're still not getting us where we want to be with the suits. A technical issue is currently preventing us f...
- by Beren Hurin - at 2013.07.18 14:55:00
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79. Announcement:Dev Blog: Logistics Dropsuit Changes in Uprising 1.3 - in Announcement and Events [original thread]
Really? First? Anyway... Quote: The new Logistics skill bonus isnGÇÖt ideally suited to the Logistics role and is a short-term alteration until proper equipment bonuses come online. Once they do weGÇÖll outline the full skill changes in anothe...
- by Beren Hurin - at 2013.07.18 14:18:00
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80. Announcement:Dev Blog: Weapon Ranges and Profiles in Uprising 1.2 and beyond - in Announcement and Events [original thread]
I think it should be noted, that there are about 3 main varieties of weapons. You have direct, standoff/indirect/suppressive, and AV. The plasma cannon and forge guns are sort of a cross of AV and suppressive, and the precision/sniper rifles are...
- by Beren Hurin - at 2013.07.13 21:49:00
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