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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
darkiller240
K-A-O-S theory
165
|
Posted - 2013.10.03 16:13:00 -
[331] - Quote
Will there be a viechcal respec? |
darkiller240
K-A-O-S theory
165
|
Posted - 2013.10.03 16:22:00 -
[332] - Quote
WAIT no more logi and ass DS??? |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1845
|
Posted - 2013.10.03 16:49:00 -
[333] - Quote
I am vehemently opposed to SP respecs.
I also think that vehicle users have been boned by CCP since Replication and the picture is still not clear as to where exactly vehicles are headed (although it is starting to look better). The question is, should we penalize and entire class for being brave enough to 'beta test' post-beta an entire class that was never ready to be released?
These aren't players who are asking for their OP cal logi and flaylocks to be refunded (some of them are I'm sure) but players who have had a broken class the entire time.
Admit vehicles were borked, throw a bone to the players still here and refund those vehicle SP.
|
darkiller240
K-A-O-S theory
165
|
Posted - 2013.10.03 16:53:00 -
[334] - Quote
Iskandar Zul Karnain wrote:I am vehemently opposed to SP respecs.
I also think that vehicle users have been boned by CCP since Replication and the picture is still not clear as to where exactly vehicles are headed (although it is starting to look better). The question is, should we penalize and entire class for being brave enough to 'beta test' post-beta an entire class that was never ready to be released?
These aren't players who are asking for their OP cal logi and flaylocks to be refunded (some of them are I'm sure) but players who have had a broken class the entire time.
Admit vehicles were borked, throw a bone to the players still here and refund those vehicle SP.
yes please well there are a lot of skill changes it kinda makes sense |
Judge Rhadamanthus
Seraphim Auxiliaries
505
|
Posted - 2013.10.03 16:59:00 -
[335] - Quote
I'm seeing lots of people saying DS look better. Maybe my math is wrong by Myrins look about 10% weaker in single hit EHP and about equal with a 2 hit EHP. Grim looks okay with the 60% resists but with weapon bonus factored in about the same as now. Sure recharge is better but I see things being different but the same. The burst heals may keep us alive but we are still very weak against current AV. |
Bojo The Mighty
Zanzibar Concept
2097
|
Posted - 2013.10.03 17:03:00 -
[336] - Quote
Judge Rhadamanthus wrote:I'm seeing lots of people saying DS look better. Maybe my math is wrong by Myrins look about 10% weaker in single hit EHP and about equal with a 2 hit EHP. Grim looks okay with the 60% resists but with weapon bonus factored in about the same as now. Sure recharge is better but I see things being different but the same. The burst heals may keep us alive but we are still very weak against current AV. I foresee agility buff to Dropships. If you look at max airspeed it's up to 5000 instead of 2500 |
Bojo The Mighty
Zanzibar Concept
2097
|
Posted - 2013.10.03 17:11:00 -
[337] - Quote
Nguruthos IX wrote:Bojo The Mighty wrote:Also shield regen is super high and armor repair is passive with the light basic doing 25 per second. Is it the case that armor repair runs constantly in background at a low rate but increases when out of combat? Are there going to be active repairs as they add shield boosters back? Think it will be viable then for an armor dropship to fly with no repair, using a logi vehicle to rep up if he makes it out safe? Yes the good thing about armor reps is they're always on, but they don't increase in repped per second. CCP stated it would be passive. I don't see active armor reps and shield boosters are there to negate the shield regen delay. They added massive shield regen delays as you can see so if you are a shield tanker running mostly resists you might want a shield booster in case you lose all shields. Basically they can kickstart shield regen.
NG I did some number crunching and you can fit 4 complex 60mm plates on the Grimsnes for 360/450 CPU and 920/940 PG for 2736 more armor. That used all low slots but you have plenty of CPU for high slots. However there is bad news....I do not believe remote reppers will exist, they removed logi vehicles & logi modules. |
pegasis prime
BIG BAD W0LVES
1112
|
Posted - 2013.10.03 18:00:00 -
[338] - Quote
There is a distinctive lac of low power modules and im wondering why the dammage mods were moved to high slots . By the loosof the modukes thus far shield tankers are going to be extreemly limited in what we can fit to oir havs. |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
587
|
Posted - 2013.10.03 18:42:00 -
[339] - Quote
I just notices there is a whole skill to reduce the depleted shield recharge delay.
Anyone who runs shield tanks knows that as soon as your shields are depleted your tank is lost.
Isn't this the most useless skill ever made?
It's much more useful for armor tanks, which use their shields as first defense against unexpected AV attacks. |
Aleksander Black
Immortal Retribution
175
|
Posted - 2013.10.03 19:08:00 -
[340] - Quote
I have a suggestion for WP rewards for mobile CRU spawns. I dont know which issues you are running into with just plain rewarding the pilot for each spawn, just like with the drop uplink, but if there are any you could instead consider giving the same reward system for transportation. Just swap the x meters transported requirement with a being spawned in that vehicle requirement.
Hope it helps. |
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Anoko Destrolock
THE NUCLEAR KNIGHTS
6
|
Posted - 2013.10.03 20:24:00 -
[341] - Quote
As both an AV player AND Tanker, I have a few concerns.
1. To start, it looks like tanking will take WAY more sp.
2. For shield vehicles, something needs to be done to prevent players from shooting a vehicle to prevent shield recharge with non AV weapons.
3. Swarm launchers can currently do about 3500 dmg to armor in 1 hit which is rough on tankers as is. By reducing the hp of std tanks AND removing passive resist, armor tanks will get destroyed crazy fast by swarms.
4. CCP said they wanted to make the base hull weak and make it essential to fit the tank with modules. On the contrary, tanks are getting a small buff to base hp and modules are getting nerfed. To summarize: 2 less modules, the best plates give 1300 less armor, the armor rep is going from a max of 476 armor / sec to 181 armor / sec (with skills)
5. Tanking can be very fun. But often it can be frustrating. I think 95% of my frustration comes from the cost of loosing a tank. If tanks are cheap, I think the changes mentioned will be fine.
The solution is to make STD tanks CHEAP. I think if the cost of a fitted std tank was about 150k, players would be more interested in tanking. Right now, it just costs too much isk and is not easily sustainable. I find myself more concerned about loosing a tank than having fun playing.
Tanks should be tiered in cost similar to dropsuits. By this, I mean that they should be tiered in cost. i.e. 150-200k for STD 400-550k for ADV and 1-2.5 mil for PROTO (fully fitted)
I think everything should revolve around cost. If std tanks are still way overpriced, as they are now, people are going to be turned off immediately. Standard tier dropsuits are cheap and disposable and you will always make isk even if you loose 20 of them. Loose a std tank and you lost 2-4x what you made in 1 match.
P.S. I dont see why ccp would only introduce only STD vehicles to try to balance them when every AV guy runs proto. Proto Swarm fits only cost 32k isk >..> |
Sylwester Dziewiecki
Beyond Hypothetical Box
178
|
Posted - 2013.10.03 20:26:00 -
[342] - Quote
I can not give solid feedback at this time without seeing changes in AV infantry weapons(thing that I find most interesting is not Vehicle vs. Vehicle engagement).
To everyone that are concerned of this proposed changes: Even if we will not be able to build and use the same fittings that we are using today, it doesn't necessary mean that our "tank's" will be nerfed in 1.6 If changes to the anti-vehicles infantry weapons will come together with those here.
Little thing that came to me mind:
CCP Logibro wrote:Turrets
- Small turrets are no longer mandatory when fitting a vehicle. This should allow for more interesting vehicle setups than before. When you remove a small turret the seat is also removed from the vehicle.
Don't forget to prohibit fitting CRU module on HAV that doesn't have small turrets. |
alten hilt
DUST University Ivy League
52
|
Posted - 2013.10.03 20:28:00 -
[343] - Quote
tl:dr - You launched a game that shouldn't even be in Alpha testing. Now you pay the price as your customers realize they have been deceived and flock to other major competitors. You have one chance to redeem yourself by following My Recommendations and START OVER. You may have to go the route of Final Fantasy XIV.
Dear DUST 514 Devs,
Your vision currently exceeds your production capacity. You have over-promised and vastly under-delivered. You are alienating your player base at an alarming rate. As a long-time EVE Pilot, and a Dust 514 Merc since closed beta, I ask you this: What can you offer me that the following list of games cannot do better and in a more timely manner? I've already walked away from Dust 514 numerous times. Each time I come back for a shorter period of time. Eventually I will never return, unless you completely rethink your development approach. Please make good use of the money I have already sent you, because you will not be getting any more till you deliver the amazing game you promised.
Major Competitors to Dust 514
Battlefield 4 - October 29, 2013. Arena based combat with a good balance of infantry and vehicular combat. Ability to select maps that are vehicle heavy or infantry heavy. PVP/PVE
Call of Duty: Ghosts - November 5, 2013. Arena based infantry combat. AR users rejoice. PVP/PVE
Planetside 2 PS4 - December 2013: Already a great game, soon on PS4. Open world combat with a good balance of infantry and vehicular combat. PVP only, but done so well.
Titanfall[\b] - Early 2014: A FPS with Mech warriors by the developers of COD:MW2. PVP
Destiny 2014: Open world MMO style shooter. These guys brought us Halo, what more can be said. PVP/PVE
The Division 2014: Open world MMO style 3p shooter. An amazing concept. PVP/PVE
Star Citizen 2015: 1p/3p Space sim where your character can fight on board ships, on space stations, and on planets. PVP/PVE with both spaceship AND ground combat.
[b]My Recommendation: START OVER
You should never have "Launched" the game, at most it should be in alpha. But you already messed that up. But you have a chance to redeem yourself.
o Hire a new production manager who knows the FPS industry and knows how to manage a programming team. o Hire experienced FPS developers/programmers who know the FPS industry and have a proven ability to deliver top-notch content. o Divert more money from CCP Reykjavik. You will not long be able to fund CCP Shanghai based solely on your efforts o Stop trying to fix the broken system you have currently (you are only making things worse) o Split your studio into two teams: Current DUST 514 and Future DUST 514 o The Current DUST team will exclusively work on patches that improve the core FPS mechanics; Lag, controls, rendering, optimization, hit-detection, shooter mechanics, etc. Release these updates to your current DUST 514 player base as they are ready. o The Future DUST team will START OVER by doing the following. o Remove all tiers except for for militia and standard. o Introduce all racial skills, dropsuits, modules, equipment, weapons, and vehicle classes. o Balance the game with all elements introduced but only one tier of technology/complexity o Merge the optimization efforts of the Current DUST team, with the content of the Future DUST team o Refund all player SP and release the NEW DUST 514 with all the advantages of core mechanic optimization AND fully featured content. o Let the players stress test your optimization efforts and content efforts BEFORE you introduce ADV and PRO tiers. o Now that you have a solid base of FPS core mechanics and well balanced content, you can begin to add additional tiers and features o Only introduce ONE tier at a time, and introduce that tier ACROSS THE BOARD! Every weapon, every module, every dropsuit, every vehicle gets the next tier AT THE SAME TIME! This way you have a solid, well-tested base to build on, and can focus on balancing only the effectiveness of the newly introduced tier of equipment. o Welcome to the DUST 514 you always should have been. |
Sana Rayya
WASTELAND JUNK REMOVAL
241
|
Posted - 2013.10.03 20:35:00 -
[344] - Quote
In addition to a SP refund in the vehicle trees, I believe we should also be entitled to an ISK/AUR refund on vehicles/modules that are being removed from the game. I didn't study the changes so not sure what's gone. |
Anoko Destrolock
THE NUCLEAR KNIGHTS
6
|
Posted - 2013.10.03 20:57:00 -
[345] - Quote
Winsaucerer wrote:Uravm0d groundforce wrote:
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict.
Yep. What I think should be considered: * Reduce cost by a lot * Make tanks easier to kill by just a little bit This way, you can afford to lose a tank maybe once or twice a battle, but they also don't dominate so much. The main issue with tanks is that they're quite hard to kill, and can kill a lot -- so infantry think they're too strong. However, one tank costs multiple battles worth of ISK, so tankers think they're too weak, because one loss means a few battles of earning that isk back. You can change a lot of people's expectations by reducing their power on the battle field by just a little, and reducing their cost by a whole lot, so that losing one or two in a battle isn't a problem. I also think that CCP needs to eat less vegetables and more dessert. I am seriously wondering if the better thing is to just keep introducing new stuff, and balance while you go, rather than removing content and balancing the core. Each new thing in the game can significantly affect the balance of a whole range of things. So even if you succeed at balancing the core, that may not mean much at all once you throw new things in the mix. Put it all out there, let the chips (so to speak) fall where they may, and then balance. Put all the pieces you can in as scaffolding, then build up around that. Dust 514 needs more dessert. Also, please capacitors like EVE. That sounds great. Caveat: I have not given these suggestions a great deal of thought.
CCP should hire you dude. This has been the case since beta....... yet CCP ignores the actual problem when trying to solve it.....
Time to go back to Step 1: Identify the problem: TANKS COST TOO MUCH and are hard for non-coordinated newbie players to kill |
Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
251
|
Posted - 2013.10.03 21:03:00 -
[346] - Quote
CCP Logibro wrote:The Logistics and Assault Dropships are going to be taken out temporarily, but they should be returning in the future. As was said in the first post, we want to go back to basics and get the core interactions working first. Then we can look at branching back out once we have a solid foundation. well it would be nice if you could give us a date when you are adding back the assault dropship? I think i will be leaving dust until they are added back. |
Godin Thekiller
Hellstorm Inc League of Infamy
1051
|
Posted - 2013.10.03 21:06:00 -
[347] - Quote
Anoko Destrolock wrote:Winsaucerer wrote:Uravm0d groundforce wrote:
...Seriously the way to make vehicles fun is to make it profitable and with the info provided I would say they would have to cost the same as a drop suit.
Thats my verdict.
Yep. What I think should be considered: * Reduce cost by a lot * Make tanks easier to kill by just a little bit This way, you can afford to lose a tank maybe once or twice a battle, but they also don't dominate so much. The main issue with tanks is that they're quite hard to kill, and can kill a lot -- so infantry think they're too strong. However, one tank costs multiple battles worth of ISK, so tankers think they're too weak, because one loss means a few battles of earning that isk back. You can change a lot of people's expectations by reducing their power on the battle field by just a little, and reducing their cost by a whole lot, so that losing one or two in a battle isn't a problem. I also think that CCP needs to eat less vegetables and more dessert. I am seriously wondering if the better thing is to just keep introducing new stuff, and balance while you go, rather than removing content and balancing the core. Each new thing in the game can significantly affect the balance of a whole range of things. So even if you succeed at balancing the core, that may not mean much at all once you throw new things in the mix. Put it all out there, let the chips (so to speak) fall where they may, and then balance. Put all the pieces you can in as scaffolding, then build up around that. Dust 514 needs more dessert. Also, please capacitors like EVE. That sounds great. Caveat: I have not given these suggestions a great deal of thought. CCP should hire you dude. This has been the case since beta....... yet CCP ignores the actual problem when trying to solve it..... Time to go back to Step 1: Identify the problem: TANKS COST TOO MUCH and are hard for non-coordinated newbie players to kill
Why is it that pilots are supposed to be really easy to kill. We design our vehicles NOT to be killed with our modules. |
Foundation Seldon
Gespenster Kompanie Villore Accords
118
|
Posted - 2013.10.03 21:06:00 -
[348] - Quote
The QQing in this thread is at pretty hilarious levels right now. I've said it before in other threads but there's no point in comparing the effectiveness of current AV to the values of future vehicles in a rebalance that is built to address the effectiveness of both. Calm down guys.
Feedback : I'm genuinely okay with the slots / health values of the vehicles that we'll be seeing in 1.7 with the caveat that I'm sure the AV will be balanced with respect to these new values. I just hope that all levels of AV are accounted for when balancing these values because there's no point in creating a situation where the vehicles are only balanced towards the lower end spectrum of the AV available in the game. If there are no plans to bring higher tiered vehicles in to the game within the near future then its essential that tanks are able to effectively deal with all levels of it. It goes without saying that the Plasma Cannon, AV Grenades, Forge Guns, and Swarms need to all be adjusted when taking these things into account.
Shield Recharge Rates : I thoroughly love the buffs here and when accounting for the ability to duck under something to build up shields quickly and effectively it'll mean that things like dual tanking a Madrugar with 2 Heavy Extenders or Extender + Booster will become far more viable than it is now.
Shield Boosters : The 'instant injection' aspect of these modules is going to seriously change the shield tanking paradigm. Undoubtedly a huge buff and something I'm looking forward to getting my hands on.
Shields v. Armor You've done a lot to differentiate the two classes of tank and I can certainly appreciate the direction you've gone with them.
Resist : The resist modules are another real game changer on this paradigm. 40% Shield Resist and 60% Armor Resist in a single module is huge.
Heavy Shield Boosters v. Heavy Extenders on Gunnlogis At first glance it doesnt look like there's much reason to run any Heavy Extenders over 2 instant injections of 1900 Shields that can be used at any time but I think when taking a closer look at the PG values and such the cleverness of the design here reveals itself. Running an Extender + Booster + Resist is going to leave you with far more disposable PG that could be used with padding your armor or putting in an armor repairer. Running Booster + Booster + Resist puts all of your eggs in one basket because you'll need your lows dedicated entirely to PG upgrades but conversely you can tank significantly more damage because the 2 Injections of HP amount to an additional 3800 shields at your disposal.
Large Missile Turrets : Full auto? Baller.
~~~~~~~~~~~~~~~~~~~~~~
Hopes going into 1.7 that weren't addressed.
"Missile Momentum" with small turrets in a moving vehicle is absolutely insane. This was part of the larger Missile Turret nerf that happened in Chromosome and since then having them setup in anything other than a Dropship or a Stationary Vehicle (ie. NEVER THE LAV) was more or less a lost cause. I'd like to see the return of being able to actually aim missile turrets in a moving vehicle without having the shot go in wildly different directions thanks to hitting a bump. |
Princeps Marcellus
Expert Intervention Caldari State
250
|
Posted - 2013.10.03 21:52:00 -
[349] - Quote
Aeon Amadi wrote:So much bitching about CCP 'nerfing' tanks and not an ounce of feedback. You guys are doing an awesome job of the communication CCP is finally doing.
Just shooting yourselves in the face and complaining that it hurts. Pretty soon you'll be right back to bitching that CCP doesn't talk.
Here's my feedback:
- Rendering and draw distance is a major problem but I look forward to the fixes in 1.5 - maybe they'll be ironed out. - Swarms do far too much damage for such ease of use. - Plasma Cannons still need to be decided on whether they're anti-infantry or anti-vehicle, and then changed accordingly. - Forge Guns are really well balanced right now but their damage might need to be turned down slightly in accordance with these new changes. - Large Missiles need a larger splash radius for them to be suppression weapons, right now they have less radius than small arms. - Small railguns need a complete rework as they're fair too difficult to use with too little damage for when you actually hit someone (I have yet to ever successfully hit anything with them) - Small Blasters might need a slight range boost as giving them ammo counts as well as overheat makes them very conditional. - Blasters need to have a slight blast radius otherwise they fall victim to hit detection issues, they previous had this and it made a Small Scattered Blaster on the back of an LAV an amazing tide-turner when aiming at the feet. - Small Turrets (all of them) need turret shields. - Remote Repair and Shield Transport modules need to have a better control scheme and longer range. I would suggest having them replace turrets for use with vehicles and infantry repair modules to work in a sphere around the vehicle. - WP rewards added for repairing friendlies. Not having any makes Vehicle Logistics a tough job.
I like your points. I'd especially highlight the problems with small railguns, plasma cannons, swarm launchers and rendering issues.
I would like to add that at the current price points, with only five slots and one necessary turret, tanks will be a lot cheaper now. Consider that. |
Our Deepest Regret
Algintal Core Gallente Federation
291
|
Posted - 2013.10.03 22:00:00 -
[350] - Quote
Oh Lordy, I cannot wait to see these forums light up with complaints from the AV club when they learn that they are losing their proto weapons.
It's the only explanation for these changes in vehicle slots. You can't reduce their functionality and survivability that much without introducing a similar balance to AV, and the developers know this. They are soooo aware of this.
I wonder which one of the devs is going to have to nut up and break the bad news to the forums? lol lol lol lol lol, I cannot WAIT. |
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NextDark Knight
Hellstorm Inc League of Infamy
59
|
Posted - 2013.10.03 22:14:00 -
[351] - Quote
Woah woah woah, Is it true that with the removal of ADS we are getting partial AI controlled gunners? Is this a module or a bad trip. LLHS |
Meeko Fent
DUST University Ivy League
1054
|
Posted - 2013.10.03 22:20:00 -
[352] - Quote
Wasn't the turrets supposed to be stronger with the coming of ammo?
Cause large turrets are no different, and small turrets got nerfed, hard.
25 damage WTF? |
Tatarina G'Had
Enlightened Infantries
1
|
Posted - 2013.10.03 22:22:00 -
[353] - Quote
Two Questions:
1. Will vehicles become cheaper?
2. Will the two other racial variants be added before the advanced types after this rework? |
Foundation Seldon
Gespenster Kompanie Villore Accords
118
|
Posted - 2013.10.03 22:30:00 -
[354] - Quote
I will say that one of the hallmark aspects of the vehicle changes listed is that there'll be far less SP required to invest into vehicles in order to get something competent. The only difference between active resist / booster modules is cooldown time and aside from that they all have the same effectiveness. There's not a huge difference between different extender modules and with the way fittings are limited now your standard layout is almost always going to be "Extender - Booster - Resist" regardless. In fact if you compare the trees in the current state of the game vs. the tree that we'll be getting in 1.7, even when taking the turret skill changes into account, there's actually far less SP needed to effectively max out your tank. |
Henchmen21
Planet Express LLC
282
|
Posted - 2013.10.03 23:05:00 -
[355] - Quote
So forcing people into active mods. I assume the module activation wheel is still a steaming heap. |
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CCP Logibro
C C P C C P Alliance
2578
|
Posted - 2013.10.03 23:14:00 -
[356] - Quote
Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
3670
|
Posted - 2013.10.03 23:17:00 -
[357] - Quote
CCP Logibro wrote: AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
This is important. Thanks for this.
Also for the confirmation on shield recharge. |
Spkr4theDead
International-Fleet
962
|
Posted - 2013.10.03 23:19:00 -
[358] - Quote
CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) He posted on this thread? Where? |
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CCP Logibro
C C P C C P Alliance
2578
|
Posted - 2013.10.03 23:22:00 -
[359] - Quote
Spkr4theDead wrote:CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) He posted on this thread? Where?
Just because he hasn't posted yet doesn't mean he hasn't looked. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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ladwar
Dead Six Initiative Lokun Listamenn
1835
|
Posted - 2013.10.03 23:28:00 -
[360] - Quote
CCP Logibro wrote:Couple of things to keep in mind guys:
AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
On another note, CCP Wolfman is out of his cave for a short time, so it might be a little while before he pops his head back into the thread. Keep the feedback rolling in though to make sure he's got a nice list of things to talk about when he gets back (and don't worry, there will be enough time for talking when he gets back) resistance modules
armor is 60% shield 40% yes or no?
TTK on tank vs tank about 11 second when resistance modules on at proto lvl turrets not counting damage amps. |
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