Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 16:57:00 -
[2] - Quote
CCP Logibro wrote:
* Implemented idle timer to prevent AFK farming in battle ground or MCC. Players not performing any PVP action in a certain period of time will be kicked out of the game
Please define this. How long of sitting before you are kicked? Will moving your siting (looking around using your scope) count? Will there be a message warning the player? Will I still get credit for the action I performed if I do get kicked?
Unlike many out there that can't play when at work, I can because I, for one, play this game and work for myself so I can go into battle, and then sideline when something comes up. If the phone rings, I need to answer, and so I move to a safe area to take the call (sometimes the call is short, while other times it isn't - so it sounds like I will be punished, for playing for the majority of a game, and then have to sit out a portion of the game.) As if it isn't bad enough, that I loose equipment when I die, along with getting the deaths registered, yet I don't get the credit for the kills that I performed, if I have to leave a game early (times where I will leave because I know that the call will take a long while.)
CCP Logibro wrote:
Skills * New daily activity bonus: 3000SP for the first day, increasing by 500SP every consecutive day. Daily bonus is capped at 6000SP (attained after 7 days of consecutive logins) * All handheld weapon reload skills now have a cost multiplier of x3 (down from x6) and their skill book ISK price reduced to 203,000 from 774,000 * All heavy weapon reload skills now provide a 5% bonus, up from 3% * The Forge Gun, Mass Driver, Swarm Launcher, and Plasma Cannon ammo skills now provide 1 extra unit of ammo for each level of the skill (for a maximum of 5) instead of a % bonus per level * The HMG Operation skill bonus has been changed from reducing heat build-up to reducing recoil by 5% per level * The Swarm Launcher Operation skill bonus has been changed from increasing the clip size to reducing the lock-on time by 5% * The Scrambler Rifle Operation skill bonus has been changed from reducing charge time to increasing cooldown speed by 5% (does not affect overheat cooldown speed). This affects the base and Assault variants
What about sniper? Will the reload skills be modified? 3% reload time does amount to enough for me to spend 6x SP - don't think that even 5% will entice me to use this, as the calculations show:
%| Current speed| Lvl 1| Lvl 2| Lvl 3| Lvl 4| Lvl 5 (3%)| 4| 3.9| 3.8| 3.7| 3.5| 3.4 (5%)| 4| 3.8| 3.6| 3.4| 3.3| 3.1
old SP Cost 6x:37,320| 111,900| 261,180| 522,360| 932,760for a total of 1,865,520 SP new SP Cost 3x:18,660| 55,950| 130,590| 261,180| 466,380for a total of 932,760 SP
Then dealing with the clip size for a sniper, again, doesn't pay to use SP.
Max Ammo| Lvl 1| Lvl 2| Lvl 3| Lvl 4| Lvl 5 25| 26| 28| 29| 30| 32for a total of 932,760 SP to get a whooping 7 extra shots 30| 32| 33| 35| 36| 38for a total of 932,760 SP to get a whooping 8 extra shots
|
Sjem'Tolk
Mercenaries On Duty
3
|
Posted - 2013.08.25 17:54:00 -
[3] - Quote
CCP Logibro wrote: * Shared passive scanner vision for squads disabled (results of active scanners are still shared with squads)
Looks like this is already being tested, as I have Range Amplification at Lvl 5 and am using the Complex Range Amplifier, and Precision Enhancer, I used to be able to follow an enemy through many objects, yet now as soon as they go behind something (long range) they disappear, which is cool to a point; that point meaning that the higher level tools to find the enemy shouldn't be affected. I can't see half of where the enemy were before today. Furthermore, as a sniper, using a scout dropsuit, it would be nice to have any enemies you find in your scope shared with the squad, simply because a scout can't use a scanner, and have a nanohive; which means that all scouts are being nerfed (unfairly, IMHO.) |