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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Mordecai Sanguine
What The French
286
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Posted - 2014.01.17 13:19:00 -
[1] - Quote
Sirpidey Adtur wrote:Let's start by looking at the skill bonuses.
Sentenel: The base splash resistance is nice. But does it apply to all splash, or just explosives? (IE a railgun shot). As-is, most splash damage effects deal 70% damage to shields, 130% to armor. This will help armor tanks way more than shield tanks.
Caldari: 15% resist to blaster, 10% resist to laser. This means damage profiles will be as follows Laser: 108%, Plasma: 93.5%, rail: 90%, Projectile 95%, Explosive: 60% This makes lasers stay king of the hill, good.
Gallente: 15% to rail, 10% to projectile thus: Laser: 80%, Plasma: 90%, rail: 93.5%, Projectile: 99%, explosive: 90% Looks good.
Amarr and Minmitar: Hoo boy. the bonuses can only apply to ONE type of tank, so to get the full effect of the bonus out, you need to dual tank. Whereas the other two suits can dual tank OR single tank with other sorts of mods, and still get the full bonus.
Commando: The base effect is good, and will disproportionally effect swarm launchers and plasma cannons. Caldari: Light railgun weapons... So the Rail rifle (two variations) and the Sniper rifle (two variations). Not a lot of versatility there.
Gallente: It will get bonuses to the assault rifle( FOUR variations) , the shotgun (Two variations) and the plasma cannon, which was already significantly buffed by the other bonus.
Amarr: Bonuses to Laser rifle and Scrambler rifle (two variations)
Minmitar: Bonuses to.... Combat rifle (Two variations). (and eventually, the precision rifle, when that gets released)
Huh, looks like the Minmitar gets bonuses to ONE possible gun, which has two variations, so their bonus shoehorns them very hard. Meanwhile the Gallente have three different base types of weapons, of which there are LOTS of variations, in addition to having the plasma cannon already buffed with the reload change.
Bottom line: Minmitar got a crappy bonus, Gallente has an excellent one.
Scout: As far as the bonus goes, I can't rightly say, as we don't know the cloak's pg/cpu cost. Caldari: Scan radius and precision. Wonderful. Looks worthless, as this data is not shared with teammates. Gallente: Scan radius and profile reduction. The profile reduction MIGHT come in handy. But given the static scan precision of active scanners, there is a target that once you are under, additional reduction doesn't help. Minmitar: Hacking speed is a good bonus. Why does this suit get a bonus to a Caldari weapon? Amarr: The slowest scout gets a stamina boost? I think this would work wonderfully with a laser rifle. Good job.
In fact Minmatarr Commando have a really good bonuse. Their bonus to "explosive" is for the Mass Driver. Commandos Minmatarr is Supposed to Combat Rifle AND Mass Driver. Which is a deadly combo.
And if someone dunno why amarr gets more PG/CPU than others it's because their weapons (Scrambler/Laser) takes 3x more PG/CPU to use. STD scrambler rifle = 11 pG. PRO CR = 8 PG... |
Mordecai Sanguine
What The French
288
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Posted - 2014.01.17 16:55:00 -
[2] - Quote
Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP. Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots. The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity. A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison. do the math and see that the amarr scout will be able to sprint for ~40 seconds without any stamina mods thus actually be more mobile over long distances than any other scout. you can sprint straight to an objective after spawning and still have some left for jumping/running away without having to regain stamina in between. The math is worse than I originally suggested. A BASIC Cardiac Regulator would give 25% Stamina and 50% recovery, the Amarr only gets 25% to both. Also, at 5.25 m/s, the Amarr Scout is SLOWER than an Minmatar Assault. But.... math, right? Amarr has 225 stamina, give it a 25% bonus = 281. That's 28 seconds, not 40. As for it letting you run longer. Yes, that's what a basic cardiac regulator would do (or a module slightly crappier than a basic one). The point is Amarr suit bonus = less than a basic module, while: Minmatar Bonus = Complex hacking module + 25% damage bonus to nova knives (as much as two complex damage mods and an enhanced mod with zero stacking penalties) Gallente Bonus = Complex profile dampener + Standard range amp Caldari Bonus = Complex precision enhancer + Standard range amp Any of the other suits would have a bonus BETTER than the Amarr suit bonus after putting on a Militia Cardiac Regulator (relatively low fitting). The Amarr Scout would have to fit more than two modules (at least one complex) to match the other scout's bonuses. That's broken.
Basic Cardiac is better than this ****** bonus. And only takes 5 CPu and 4 PG.
And what the point about running for a long time when it's actually the same speed than assault suits ? Again and again CCP you're giving USELESS bonus to Amarr..... |
Mordecai Sanguine
What The French
289
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Posted - 2014.01.17 17:17:00 -
[3] - Quote
Quil Evrything wrote:CCP Remnant wrote:Eric Del Carlo wrote:Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s? Yeah, sorry about that. Those are native Unreal units. Easy enough to understand though: 500, for example, is 5m/s. Wow, wow, wow! So much great stuff!! ... umm... so I hate to be ungrateful an all, but... how about a teenietiny scout walking groundspeed buff then? For example, according to those units, caldari scout has walking speed of 5.4 ... which is virtually identical to a minmatar MEDIUM suit of 5.3 It's tough enough for scout-vs-medium, with the gallente currently at 5.5 (to use knives and shotguns vs anything but a stationary target) I'm thinking it will be out of the question to use knives on caldari on the run, with that speed. Which would be particuarly ironic given that they are supposedly a caldari weapon. Do you think we might get an across-the-board scout walking buff of 0.2 ?
I think we should lightly nerf medium suits instead. We are in huge armors. Even with assisted help and assisted skeleton we're not supposed to be fast. |
Mordecai Sanguine
What The French
326
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Posted - 2014.01.23 21:29:00 -
[4] - Quote
CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress! [img]http://web.ccpgamescdn.com/dust/news.control/65556/1/dropsuitskills181.jpg[/img]UPDATE: And due to the popular demand, here is the excel sheet version of all the data! We're really excited to share these stats with you, and look forward to your constructive feedback! :)
Laser Light weapons actually almost NEVER reload. SCR : 45 bullet reload every 5 minutes => Faster reload will be useless AND ugly the SCr reload is already pretty fast. Laser Rifle : Same pretty useless AND will make the animation totally UGLY.
The ENTIRE Commando skill is TOTALLY useless for the Amarr Commando. CCP when there's a skills that is TOTALLY useless why it is ALWAYS for the Amarr ???
If you keep the Reload for the Commando Skill (BORINNNNNNNNNG) at least make it possible to unable it. I don't want these crappy faster reload animation on my Commando Amarr.
Commando is supposed to be a master of weaponery that excel with Light weapons. The Commando Skill should be : 4% of PG/CPU reduction on Light-Weapons.
Not relaod speed which be useless AGAIN for the Amarr (Why you keep hating us ???) And totally buffing Minmatarr (AGAIN. Seriously the CCp guy who balance this game is for Minmatarr and HATE Ammarians).
Scout Bonus : -Amarr : Less than a free Basic Module and the modle which takes the less PG/CPU. -Minmatarr : 3 free Complex mod 2 free enhanced.
SERIOUSLY CCP ????? Look at your bonuses PLEASE. |
Mordecai Sanguine
What The French
327
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Posted - 2014.01.24 07:56:00 -
[5] - Quote
KING CHECKMATE wrote:Mordecai Sanguine wrote:CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress! [img]http://web.ccpgamescdn.com/dust/news.control/65556/1/dropsuitskills181.jpg[/img]UPDATE: And due to the popular demand, here is the excel sheet version of all the data! We're really excited to share these stats with you, and look forward to your constructive feedback! :) Laser Light weapons actually almost NEVER reload. SCR : 45 bullet reload every 5 minutes => Faster reload will be useless AND ugly the SCr reload is already pretty fast. Laser Rifle : Same pretty useless AND will make the animation totally UGLY. The ENTIRE Commando skill is TOTALLY useless for the Amarr Commando. CCP when there's a skills that is TOTALLY useless why it is ALWAYS for the Amarr ??? If you keep the Reload for the Commando Skill (BORINNNNNNNNNG) at least make it possible to unable it. I don't want these crappy faster reload animation on my Commando Amarr. Commando is supposed to be a master of weaponery that excel with Light weapons. The Commando Skill should be : 4% of PG/CPU reduction on Light-Weapons. Not relaod speed which be useless AGAIN for the Amarr (Why you keep hating us ???) And totally buffing Minmatarr (AGAIN. Seriously the CCp guy who balance this game is for Minmatarr and HATE Ammarians). Scout Bonus : -Amarr : Less than a free Basic Module and the modle which takes the less PG/CPU. -Minmatarr : 3 free Complex mod 2 free enhanced. SERIOUSLY CCP ????? Look at your bonuses PLEASE. SERIOUSKLY , WTH.This is serious issue.Its so bad the only option ''competitive'' players have is to play a race they dont really want because their race just plain sucks BONUS wise. And if you DO skill into an Amarrian dropsuit like the scout,you wont be using it in Platenary COnquest and other important matches, you'll be using the Gallente/Cal or Min because of the actually USEFUL bonuses.Scout = UselessCommando = UselessAssault = UBER Useless (So bad than NOW the amarr logi has this ''repair rate'' bonus and it makes no difference, on a 4 LOW slot suit...) Sentinel = GoodLogi= Very Good So we have 5 classes, 3 of them have the worst Bonuses compared to other racial suits of the same type.Now some will say bonuses are not that bad, but none of these people use amarr dropsuits or WONT use them once 1.8 hits, not to mention they wont spend a single SP on them if we get a respec. Example: People saying the Minamtar Assault bonus is as bad as the Amarr one. DUDE, if you dont want it i would be more than pleased to change the 5% Armor rep rate per level for your DAMAGE MOD bonus, and Amarr assaults have only 3 highs compared to your 5....
The suits themselves are pretty good but EACH TIME our bonus just sucks :/ Or the general "bonus" don't work with us WHYYYYYY ?????? |
Mordecai Sanguine
What The French Never.Surrender
447
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Posted - 2014.02.13 17:15:00 -
[6] - Quote
Myron Kundera wrote:Assault [5% reduction to PG/CPU cost of light/sidearm weapons]
- Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
I think 5% ROF increase to hybrid - blaster light/sidearm per level would be much better. We allready get reduced kick and hip fire dispersion with sharp shooter and operation skills at level 5.
Or, 5% increase to optimal range of hybrid - blaster light/sidearm per level.
Racial bonuses are not supposed to be a "god mod" or something too powerful. (gamebreaking) Your idea is to hugely increase potential DPS in a time we're trying to increase TTK. That's kind... |
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