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Thread Statistics | Show CCP posts - 4 post(s) |
Flint Beastgood III
GunFall Mobilization Covert Intervention
424
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Posted - 2014.01.07 19:14:00 -
[1] - Quote
You ask "why these bonuses"? Not because of how people currently play the game and what they use each suit for, but very obviously each race's bonus favours their own equipment and weapons, and in the case of the heavies, has stronger defense against their enemies weapons. Lore?
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Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
425
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Posted - 2014.01.07 21:26:00 -
[2] - Quote
Vell0cet wrote:I really like the direction of the heavy and logi changes. I like how resistance bonuses are specific to the opposing faction's weapons, and how the commandos bonuses are to its racial weapons. I like how logis are now more support-centric. The assault bonuses are wrong. They should be geared towards their race's weapons in a similar way to the commando suits. The racial assault bonuses should be different than the commando's though. The existing Amarr assault bonus should be the template for the other racial assault bonuses.
TTK is still a major problem. Let's hope that it is addressed along with these changes.
I'm hoping we get the full scout suit lineup with the rest of these changes so we can have a full infantry respec (the last one ever), and we can move forward with balance tweaks from there.
^ All of this! This guy actually gets it.
+1
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Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
429
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Posted - 2014.01.08 00:40:00 -
[3] - Quote
What I would run for each commando:
Amarr - SCR + ASCR Minmatar - CR + ACR Gallente - DUV + DUV TAC Caldari - RR + ARR
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Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
429
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Posted - 2014.01.08 00:52:00 -
[4] - Quote
"Amarr Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons."
-- Why is the secondary race bonus for all sentinels resistance to allied weapons?
Shouldn't it be to the allies of your enemies?
Meaning Amarr's secondary bonus should be 2% shield resistance to blaster weapons - yes, that is what the above quote actually says but when you compare it to the other stats (below), you see the stated Amarr bonus is probably a typo and supposed to say 'hybrid - rail weapons'.
Maybe this is for lore reasons, but if I'm a Gallente Commando I will be fighting in FW for Gallente and Minmatar and will be less likely to need a resistance to allied weapons (unless it's FF, lol). --
"Gallente Sentinel Skill: Sentinel Skill: 5% resistance to blast damage per level. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons."
"Caldari Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons."
"Minmatar Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons."
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Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
429
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Posted - 2014.01.08 01:07:00 -
[5] - Quote
CCP, I commend you.
F' all this QQ!
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Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
432
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Posted - 2014.01.08 03:36:00 -
[6] - Quote
Aqil Aegivan wrote:Flint Beastgood III wrote:"Amarr Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level Amarr Sentinel Bonus: 3% armor resistance to projectile weapons, 2% shield resistance to hybrid - blaster weapons."
-- Why is the secondary race bonus for all sentinels resistance to allied weapons?
Shouldn't it be to the allies of your enemies?
Meaning Amarr's secondary bonus should be 2% shield resistance to blaster weapons - yes, that is what the above quote actually says but when you compare it to the other stats (below), you see the stated Amarr bonus is probably a typo and supposed to say 'hybrid - rail weapons'.
Maybe this is for lore reasons, but if I'm a Gallente Commando I will be fighting in FW for Gallente and Minmatar and will be less likely to need a resistance to allied weapons (unless it's FF, lol). --
"Gallente Sentinel Skill: Sentinel Skill: 5% resistance to blast damage per level. Gallente Sentinel Bonus: 3% armor resistance to hybrid - railgun weapons, 2% armor resistance to projectile weapons."
"Caldari Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Caldari Sentinel Bonus: 3% shield resistance to hybrid - blaster weapons, 2% shield resistance to laser weapons."
"Minmatar Sentinel Skill: Sentinel Suit Bonus: 5% resistance to blast damage per level. Minmatar Sentinel Bonus: 3% shield resistance to laser weapons, 2% armor resistance to hybrid - blaster weapons." But changing the Caldari bonuses to a 2% shield resistance to projectile weapons would be silly, as they already suck against shields. I think they should change the Minmatar weak bonus to anti-railgun and leave the Caldari and Gallente ones where they are as they are pure shield and armour bonuses respectively.
Thanks for clearing that up, I had a feeling I was overlooking something.
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Trained Skills
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Flint Beastgood III
GunFall Mobilization Covert Intervention
432
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Posted - 2014.01.08 04:06:00 -
[7] - Quote
Also, I dunno if this is old news or not, but I saw 60- and 90-Day boosters (active and passive) in both standard and omega variants on Singularity when investigating this earlier.
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