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Thread Statistics | Show CCP posts - 8 post(s) |
Aeon Amadi
Ancient Exiles. Renegade Alliance
4652
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Posted - 2014.01.17 07:37:00 -
[1] - Quote
SO EXCITED -Now reads-
Useful Links
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4654
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Posted - 2014.01.17 09:29:00 -
[2] - Quote
Love the scout changes. Thanks for listening to our feedback on that one.
Only problems I see so far:
- Amarr Commando's shields look a little bit low. They're EHP is on par with the Gallente/Caldari commandos but Amarr, being naturally slower, are supposed to have more EHP. - Amarr Commando's also have more armor than Gallente? Is this intentional? - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion.
Useful Links
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4663
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Posted - 2014.01.17 16:29:00 -
[3] - Quote
Aero Yassavi wrote:Aeon Amadi wrote:Love the scout changes. Thanks for listening to our feedback on that one.
Only problems I see so far:
- Amarr Commando's shields look a little bit low. They're EHP is on par with the Gallente/Caldari commandos but Amarr, being naturally slower, are supposed to have more EHP. - Amarr Commando's also have more armor than Gallente? Is this intentional? - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion. As you can tell, they are reworking the themes of the Dust races to be more in line with EVE. Now Amarr suits have the most armor, like in EVE, while Gallente sits get a bonus to armor regen, also like in EVE.
Not much of a bonus, really. A whole HP a second? What ever would I do without it
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4817
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Posted - 2014.02.08 10:32:00 -
[4] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
I can't speak for the others but the Gallente Assault looks like a terrible bonus to have. I remember this coming up in a closed discussion previously in which I was asked about it being a potential bonus in place of the armor plate increase and I said then that it was a terrible bonus. Let me illustrate my point further.
Plasma Cannon: There is no dispersion.
Shotgun: Is it necessary to have a shotgun with reduced dispersion..? - Breach Shotgun: This would be even more of a detriment.
Ion Pistol: No clue, isn't out yet.
Assault Rifle: I don't need less dispersion and kick on a weapon that already has skills related to it. - Breach Assault Rifle: Already laser accurate due to it's role (reduced hipfire dispersion built into the weapon). This needs a buff in damage/rate of fire, not accuracy. - Tactical Assault Rifle: Probably the only blaster weapon that could benefit from this change but it's weaknesses are in other areas. - Burst Assault Rifle: I don't use this weapon and I don't know anyone that does ever since the introduction of the Combat Rifle.
Point I'm trying to illustrate here is that this bonus is -FAR- too specific and all it really does is cause detriment to the Gallente's playstyle. In a CQC fight, I'm not entirely dependent on accuracy when I'm swinging the gun around in a strafe-fight and having a weapon that is more accurate isn't the best thing for the high intensity CQC. It's good if they're holding still but if that's the case I'm aiming down the sight anyway but this logic only applies to the Assault Rifle.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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