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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
IAmDuncanIdaho II
R 0 N 1 N
181
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Posted - 2013.12.05 08:52:00 -
[271] - Quote
Spectral Clone wrote:No new equipment in the patch? Was it excluded from the patch?
Why did you even mention that new equipment was coming before?
Check out the new equipment that will be available in the loyalty store |
Jungian
Ahrendee Mercenaries EoN.
267
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Posted - 2013.12.05 08:53:00 -
[272] - Quote
gooood stuff |
Leadfoot10
Molon Labe. RISE of LEGION
114
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Posted - 2013.12.05 09:07:00 -
[273] - Quote
"Added Separate sensitivity settings when aiming down sights and hipfire for both keyboard/mouse and controller."
I love you. Whoever you are. Thank you. |
TERMINALANCE
Zumari Force Projection Caldari State
226
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Posted - 2013.12.05 09:23:00 -
[274] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
Are you ******* kidding me? the breach is now worthless, if you calculate its DPS including reloads compared to the assult it was worse before now it cannot even do the spike dmg to make up for it! its ********. its now completely useless! never to be seen on the battlefield again. Dumbest change ever!! |
Hunter Junko
Sebiestor Field Sappers Minmatar Republic
217
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Posted - 2013.12.05 09:28:00 -
[275] - Quote
Kekklian Noobatronic wrote:Looks like CCP never learned their lessons from beta...
AV effectiveness drastically reduced, forge guns nerfed, tanks reworked in to viable murder platforms. CCP doesn't want people killing tanks, they just want them "harassing" them off the field temporarily. That way, they don't have to deal with tank driver crying over losing their "investment" - despite AV players and standard foot soldiers losing theirs by the boatload.
Welcome back Tank514. As someone who dedicated themselves to AV, I don't think I'll be bothering to come back after this deployment. might i remind AV operators that lock on range and missile range are two different things completely. you can now only lock on to a dropship at 175 meters, but the distance covered by your missiles will be the same 400 meters.
thank you and have nice day, -Hunter |
Parson Atreides
Ahrendee Mercenaries EoN.
856
|
Posted - 2013.12.05 09:39:00 -
[276] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
Wut. You nerf the SL by 30% of its damage and more than half its range. Then all you do to the forge gun is increase the charge by a small amount and reduce the damage by 10%? No change to the range at all? The damage can still one shot any suit once you add in proficiency and at least one damage mod. So stupid.
"The unexamined life is not worth living."
RNDclan.com
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KatanaPT
Tech Guard RISE of LEGION
425
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Posted - 2013.12.05 10:28:00 -
[277] - Quote
Me likey!
Tech Guard Recruiting Spot
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Macchi00
LORD-BRITISH
29
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Posted - 2013.12.05 10:31:00 -
[278] - Quote
NOOOOOOOOOOOOOOO Forgegunnnnnnnnnnnnnnnnnnnnnn
I love ForgeGun.
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GRIM GEAR
NECROM0NGERS Covert Intervention
105
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Posted - 2013.12.05 10:41:00 -
[279] - Quote
Sana Rayya wrote:So the 3% applies regardless of what tier your shield extender is? And it only applies with each extender after the first one (i.e., a Cal Logi stacking 5x Complex will get a 12% longer depleted shield delay)? Or is it 3% per extender, including the first? I can live with that, assuming CCP doesn't remove the secret shield buff.
Also, stacking penalties apply to the movement penalty for armor plates, therefore they should also apply to the delay on shield extenders. 5x complex stacked (if it really is 3% per extender) would yield only 8.75% when stacking penalties are accounted for.
Wait what if you were to reverse the stacking penalty therefore increasing the 3% stacking penalty for every extra shield you stack? Now wouldn't that f*** us up.......
On another note awesome job CCP great patch keep up the good work.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
8
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Posted - 2013.12.05 10:49:00 -
[280] - Quote
Martin0 Brancaleone wrote:The entire patch is awesome, but what i love most is this: CCP Logibro wrote:
You can now delete or mark all mail as read in the currently selected mailbox with a single operation.
THANK YOU!
It only took them all of closed/open beta and 9 updates to add that feature. You'd think it'd have been a common sense update loooooooooooong ago.
Also, glad I'm getting out of vehicles and I use armor instead of shields on dropsuits. Killing those annoying assault ck.0 will be even easier now. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4019
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Posted - 2013.12.05 12:14:00 -
[281] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture.
If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points.
3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero).
That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay.
Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately.
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Monkey MAC
Lost Millennium
1146
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Posted - 2013.12.05 12:23:00 -
[282] - Quote
So everyone complaining at the shield extender nerf, I'll Just highlight the important parts.
CCP wrote: Added shield extender 3% penalty - stacking slows down the depleted shield recharge delay.
So it's hardly a big nerf to shields, because normally on shield tank suits you rarely survive on armour anyway. It hurts Bricktankers and DualTankers the most.
Don't really see why there is so much of a comotion over it.
The pen is mightier than the sword
The gun is mightier than both
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Gabriella Grey
The Neutral Zone
104
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Posted - 2013.12.05 12:55:00 -
[283] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
What about the range?
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Takahiro Kashuken
Red Star. EoN.
1843
|
Posted - 2013.12.05 13:31:00 -
[284] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
I didnt expect a FG nerf
I will still use my AFG if i dont get that full respec
Small increase in charge time which isnt much, 10% damage reduction for Standard and assault isnt bad, breach is defo worse off and wont be used, should have removed it tbh
As for patch notes not bad
Still AR514 and SCAN514 = COD514 but maybe the vehicles will change that unless all the depots are automatically destroyed
Still vehicles gonna need a hell of a test and why cant we have a pic for the new DS camera?
Shield nerf is lol, maybe they wont stack armor plates and maybe use them low slot shield things
Overall doesnt seem bad |
IAmDuncanIdaho II
R 0 N 1 N
181
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Posted - 2013.12.05 13:39:00 -
[285] - Quote
Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately.
Bottom line: scouts weakened. This is my point. Yes it's only focusing on scouts, I can't speak for medium to heavy suits that dual tank as I don't play that role, and maybe this change is suitable to address balance issues for them, but scouts have been needing buffs for a long long time now, and this is a nerf.
Some explanation from CCP as to why this has been done would at least allow us to understand it, but if you take the scout role, on it's own, and look at the change, it's a nerf. Doesn't matter how big or small, it's a nerf. Scouts are leaving this game, and have been for months. This will accelerate that. Who gives a cr@p about us? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4021
|
Posted - 2013.12.05 14:02:00 -
[286] - Quote
IAmDuncanIdaho II wrote:Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately. Bottom line: scouts weakened. This is my point. Yes it's only focusing on scouts, I can't speak for medium to heavy suits that dual tank as I don't play that role, and maybe this change is suitable to address balance issues for them, but scouts have been needing buffs for a long long time now, and this is a nerf. Some explanation from CCP as to why this has been done would at least allow us to understand it, but if you take the scout role, on it's own, and look at the change, it's a nerf. Doesn't matter how big or small, it's a nerf. Scouts are leaving this game, and have been for months. This will accelerate that. Who gives a cr@p about us?
I've been advocating Scouts ever since Beta; trust me, I know full well that they need some re-balancing, but if you want to call BS on this marginal change and say that it's a nerf... I dunno what to tell you. This is such a miniscule change that I don't think anyone is going to really notice save for the brick/dual tankers.
The TTK a Scout is so low that this change won't even be noticed by the vast majority of players who don't watch the forums like a hawk. Theres a member of my corporation who doesn't have immediate access to the internet and we relay this information to him and even he wasn't concerned about this change at all. It matters only on a min-maxing standpoint because honest to god there are far more pressing concerns in-game than shields recharging a fraction of a second longer.
While I like this kind of passion and energy, it could really be better used elsewhere.
Edit: Another thing to keep in mind is that CCP isn't planning on making many (if any at all) changes to Scouts until all the racial scouts are in; that's a good idea, I feel. No point in buffing them just to re-balance them later on and have people getting riled up over it. The good news is that we've already seen renders of the Amarr Scout, so it shouldn't be too long before they show up.
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Big Burns
Dem Durrty Boyz Renegade Alliance
69
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Posted - 2013.12.05 14:11:00 -
[287] - Quote
TheAmazing FlyingPig wrote:Great patch, but hopefully you guys just forgot to copy - paste the Forge Gun changes into this post.
And are we getting "Player Market"...or what? |
Elmo Love U
514 Mile High Club
17
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Posted - 2013.12.05 15:01:00 -
[288] - Quote
"Updated third person dropship camera. "
Will this zoom out more? If so, Elmo Love You!
Show me the money!
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Elmo Love U
514 Mile High Club
17
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Posted - 2013.12.05 15:06:00 -
[289] - Quote
" Reduced Swarm Launcher damage (330 to 220). " Reduced Swarm Launcher lock-on range from 400m to 175m. " Elmo very angry. Elmo kill 200 noobs in retaliation.
Show me the money!
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KenKaniff69
Fatal Absolution
961
|
Posted - 2013.12.05 15:12:00 -
[290] - Quote
Elmo Love U wrote: "Updated third person dropship camera. "
Will this zoom out more? If so, Elmo Love You! We wanted to enhance teamwork and coordination, so we made the dropship pilot completely blind by giving him a black screen. This way gunners can act as navigators to guide the DS and it's blind pilot through the battlefield. This strengthens teamwork and builds character. Planned for 1.7.
Oh and we also increased the price of turrets by 200% and DS hulls by 400%.
So about those vehicle locks...
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Davy Headhunter
Pradox One Proficiency V.
18
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Posted - 2013.12.05 15:22:00 -
[291] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
That is ridiculus... Splash damage nerf and now double damage nerf?? why? there is like 1% of the game that uses it, its a weapon of extreme skill. ofcourse it have to be devastating?
Will at least be skills to reduce the charge time???
EDIT: The forge gun had 665 DPS (Proto Assault) now it have 500 dps, that is 25% damage reduction... WTF? How the F** a anty vehicle gun will have less damage optput than a stupid Assault rifle? |
Knight Soiaire
BurgezzE.T.F Public Disorder.
3525
|
Posted - 2013.12.05 15:23:00 -
[292] - Quote
Is that a 3% Penalty on ALL of the Shield Extender Modules? Or just the Complex one?
Forum Prison Escapee
Yes, 1.7 is going to suck. Proto Min Logi here I come!
T_T
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
421
|
Posted - 2013.12.05 16:01:00 -
[293] - Quote
Fizzer94 wrote:Overall, it seems like dual-tanking got a nerf to me because both Extenders AND Plates will less effective than they are right now after 1.7 drops. I look forward too see how these changes will affect the game. Hopefully there will be more module variety. Hopefully.
How are plates less effective? |
WAR-MONGER SLAUGHTER
Unkn0wn Killers Renegade Alliance
25
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Posted - 2013.12.05 16:05:00 -
[294] - Quote
CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4
where the fu.ck is this in the patch notes? are yous just making sh!t up as u go . just when u think a patch is good ... they ruin it .. fu.ck this game already..
WAR-MONGER SLAUGHTER ... THE GOD HEAVY
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Kevall Longstride
DUST University Ivy League
719
|
Posted - 2013.12.05 16:42:00 -
[295] - Quote
Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately.
Thank you for explaining to the hysterical types how small a change this is and is a way of minimising duel tanking.
I would be it favour of a shield extender HP buff actually BUT only if it was balanced by making duel tanking near impossible.
Put simply, if a duel tanking logi can out perform both pure armour/shield tanked assault class suit then there is something very wrong.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
4023
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Posted - 2013.12.05 16:43:00 -
[296] - Quote
WAR-MONGER SLAUGHTER wrote:CCP Logibro wrote:Forge Gun numbers!
Base STD - Damage: 1320 to 1200 | Charge time: 3.5 to 4.0 ADV - Damage: 1452 to 1320 | Charge time: 3.5 to 4.0 PRO - Damage: 1584 to 1440 | Charge time: 3.5 to 4.0
Assault STD GÇô N/A ADV - Damage: 1525 to 1375 | Charge time: 2.5 to 3.0 PRO - Damage: 1663 to 1500 | Charge time: 2.5 to 3.0
Breach STD - Damage: 2310 to 1750 | Charge time: 6.0 to 6.0 ADV - Damage: 2541 to 1925 | Charge time: 6.0 to 6.0 PRO - Damage: 2772 to 2100 | Charge time: 6.0 to 6.0
Officer - Damage: 1584 to 1440 | 2.1 to 2.4 where the fu.ck is this in the patch notes? are yous just making sh!t up as u go . just when u think a patch is good ... they ruin it .. fu.ck this game already..
It was left out by accident and they plugged afterward when reminded. They're not making this up, it falls in with the rest of the AV/Vehicle rebalancing. Not sure how this ruined an entire patch that is boiling over with content O.o
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Galvan Nized
Deep Space Republic Top Men.
346
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Posted - 2013.12.05 17:38:00 -
[297] - Quote
Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
CCP says 3% but they don't clarify if that's for all tiers. If it's 3% for all tiers then it's insignificant for Pro shield tankers and dual tankers alike.
But that poor new shield tanker is done. Shields increase hp per tier terribly plus weaker shield regs and this new penalty. A basic or ADV shield tanker cannot compete at all with the Bas or ADV armor tanker.
I escape with no shields quite often, granted this hurts those with low shield hp the most it does hit shield tanking. It's a nerf, plain and simple, to something that did not need it right now.
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IAmDuncanIdaho II
R 0 N 1 N
184
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Posted - 2013.12.05 17:43:00 -
[298] - Quote
Kevall Longstride wrote:Aeon Amadi wrote:IAmDuncanIdaho II wrote:Aeon Amadi wrote:Love how everyone is complaining about the shield penalties when armor tankers have had to deal with penalties since the start of the game, have less module variety and only recently was made effective.
Even more entertaining when you figure that the only suits with armor bonuses are Logistics. Glad you find it funny. Do you find it entertaining that scouts have been weakened too? Surprised someone with your reputation isn't considering a bigger picture. If half of the people in this thread even bothered to do the math on it they'd find it's not nearly that much of an impact. Here's a few points. 3% to Depleted Shield Recharged Delay, not the recharge delay.
If you're a shield tanker and you're shields have hit zero, it's likely that you're going to die anyway.
This puts more emphasis on the use of Regulators instead of Armor Plating (ferroscale) which was a suggested problem when they were first implemented. As a result, you're noticing a lot of players (specifically Caldari Logis) that are brick tanking both sides.
So, if Scouts have been 'weakened', as you suggest, then we'll use that as our primary example. Assuming that you put three shield extenders in the high-slots of a Prototype Minmatar Scout, that means that there is a total of a 9% addition in the depleted delay (remember, this isn't the base recharge delay, this is when the shields are at zero). That 9% addition equates to 0.72 seconds, bringing the total to 8.72 seconds. A single basic shield regulator (if it's really that much of an issue) would bring that time down to 7.84, a whole 0.16 seconds faster than the suit's base recharge delay. Edit: Assuming that you have Shield Regulators level 5, that is. Honestly, I think this just strengthens the aspect of choosing between armor and shield rather than just going both. It also adds weight to the argument that shield extenders could use a buff; something I've been hearing a lot of lately. Thank you for explaining to the hysterical types how small a change this is and is a way of minimising duel tanking. I would be it favour of a shield extender HP buff actually BUT only if it was balanced by making duel tanking near impossible. Put simply, if a duel tanking logi can out perform both pure armour/shield tanked assault class suit then there is something very wrong.
lolwhut? You think I'm hysterical? No dude, just mad, for the reasons I've outlined. Don't care how small a nerf it is; it's a nerf. Whilst on its own it may not make a big difference, it's the wrong direction for scouts, and I'm also responding to others here who are missing the bigger picture and laughing at the dual tankers without realising the consequences of yet another kick in the balls for scouts.
No matter what you say, or how you take this change out of context, it is detrimental for the scout role. We can't survive on hard-mode forever and it's the straw that broke the camel's back for some. You won't find much crying from me around here, but this is one low blow I can't ignore. You're gonna end up with nothing but heavies and mediums on the infantry side of things.
I totally agree with what you said (and anyone else has said) about dual tanking logis etc. But there's got to be other ways of addressing the dual tanking problem without affecting other "valid" roles. Isn't that what balance is all about? |
Kevall Longstride
DUST University Ivy League
720
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Posted - 2013.12.05 17:58:00 -
[299] - Quote
I share your concerns about the scouts. But I agree with the thinking that says that there is little point buffing them till the full racial set is out. They'll get buffed and then CCP will have to nerf them again.
We're just going to have to be patient a bit longer. I really want to try the commando role but I'm not till I get the Gallente version.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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IAmDuncanIdaho II
R 0 N 1 N
184
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Posted - 2013.12.05 18:11:00 -
[300] - Quote
Kevall Longstride wrote:I share your concerns about the scouts. But I agree with the thinking that says that there is little point buffing them till the full racial set is out. They'll get buffed and then CCP will have to nerf them again.
We're just going to have to be patient a bit longer. I really want to try the commando role but I'm not till I get the Gallente version.
Sure, but we're already scouts. And we've lost some leading community and corp CEO scouts recently. Will there be any left by the time it's viable / balanced / enjoyable? Or will 90% of scouts be new to the role and not be able to give comparitive feedback.
I've got a proto-medium suit with advanced weapons that I've not worn since 1.3 or something. Now that I've amost maxed core skills, I may even be able to fit proto weapons etc. But it's boring ;-) If I chose to drop scouts for the moment, I don't think I would play DUST full stop. Whether I'd come back at some point I've no idea.
I guess there's a big part of me is upset about seeing all my pals leaving, after being scouts brought us together, then hard-mode unifying us into a tighter group.
Anyway, point taken, thanks for the feedback. |
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