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Thread Statistics | Show CCP posts - 8 post(s) |
Kigurosaka Laaksonen
DUST University Ivy League
225
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Posted - 2014.02.03 07:35:00 -
[361] - Quote
Were the Racial Sentinel bonuses changed to specify Shield or Armor resistances? I could have sworn it was just a straight % Resistance to Damage Type.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Dexter307
The Unholy Legion Of DarkStar
823
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Posted - 2014.02.03 13:36:00 -
[362] - Quote
Crimson Cerberes wrote:Dexter307 wrote: Commando and sentinal bonuses are both useful
nope. Scramblers/lasers do not need reloading anywhere near as bad as they require a heat reduction bonus any bonus to shield on the new amarr sentinel is garbage My points stand: Amarr assault bonusto rep speed? garbage sentinel bonus to shield? garbage commando bonus to reload speed? garbage scout bonus worth less than 1 militia mod? garbage 1 specialized suit out of 5 is getting any type of decent bonus.... Amarr is supposed to use armor and shield to get max hp so it makes sense to have a bonus to both Commando gets a bonus to damage |
Kigurosaka Laaksonen
DUST University Ivy League
227
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Posted - 2014.02.03 14:10:00 -
[363] - Quote
Dexter307 wrote:Amarr is supposed to use armor and shield
Not according to any EVE lore I've ever heard.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Lex DOCIEL
What The French
13
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Posted - 2014.02.03 15:16:00 -
[364] - Quote
FEEDBACK ON SCOUTS
I am quite doubtful regarding these new dropsuit stats. The way I saw scout before 1.8 announcement, and the way I conceive them now is still quite the same. The new stats and passive should give them all a specific task on the battlefield, while following each race archetype. Which is currently not the case.
I think we could give them all a fair chance to be useful on the battleground.
First, on the overall, scouts don't need one more module slot. They only need a small boost in their base shield and armor stats. 5 slots is enough room to customization on a proto dropsuit. My feedback will be based on such a principle:
1 - basic scout dropsuit = 2 mods (enough to try out the scout gameplay. Even more if base stats are slightly better) 2 - advanced scout dropsuit = 3 mods 3 - proto scout dropsuit = 5 mods
Second, I was at first hostile to implementing cloaking devices. But I must admit it could really make some difference on the battlefield for us, while allowing us to carry one more equipment if needed. Adaptability being key for a scout, I admit it to be a great idea in the end. Still, I would not add scan reduction upon its activation: sound and vision is 2 different things and should be adress by 2 different solutions. It is simply not needed with the upcoming scanners. The scout dropsuit passive skill regarding the cloak is good. Keep it like that (plus we don't know much more anyway).
Third, scouts are all about passive scanners, scan profile, scan detection and scan radius. This is their field, and they should be built upon that. As I always say, a scanned scout is a dead one, most of the time.
Fourth, we must understand that if most players focus atm on a specific dropsuit (meaning a specific race AND a specific role), good experienced players will have to train several dropsuits to allow a consistency in their gameplay, and an adaptability on the battlefield and the maps. Which means the best scout players will have to put SP on several different proto dropsuits, from different races, in order to respond to the needs of their squad and team. THIS is the reason why scouts from different races should have different impact on the battlefield, while being customizable around these roles, rather than planning on 4 not-so different scout dropsuits with a broader "scout role", and enough mods to make it customizable. Because it will not work in the end. Plus, keep in mind that DUST514 and EVE is about achetypes, roles, and economy. No need for economy if a do-it-all dropsuit scout is enough, whatever the race.
Fifth, this will be my vision of what it could be. I am satisfied on the work that have been done so far on the scouts, and not saying otherwise. This is a feedback, meaning feed + back. I am not judging. Still, I think this could be different, and maybe for the better.
Here are the ideas, in alphabetical order. The details can be discussed later. These suggections only concern PROTO dropsuits. The rest could be expanded from that.
SEE NEXT POST (was too long )
Your blade is an extension of your mind. It must be swift, silent, focused. And deadly.
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Lex DOCIEL
What The French
13
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Posted - 2014.02.03 15:18:00 -
[365] - Quote
ARCHETYPES, ROLES, PASSIVES AND DROPSUIT MODIFICATIONS
Range explanation: - close combat = m+¬l+¬e and nova knife - close range = shotgun and sidearms - mid range = light weapons - long range = snipers
underlined = first choice (most favorable) regular = second choice (a second viable option) italic = situational (depends on situation / skills / needs)
AMARR
-ñ archetype : Amarrians are known for being tough in every way.
-ñ role : recon. That means being able to cover long distances and see far away. But be able to fight and stand as well.
-ñ engagement distances : mid range / close range / close combat
> racial passive : bonus to stamina and stamina recovery + bonus to scan radius
- high slots = 2 The high slots would be used or damagers and / or m+¬l+¬e damage.
- low slots = 3 The low slots would be used for feroscale plate armors and repairer.
CALDARI
-ñ archetype : Caladarians are known to fight from a distance, while being versatile.
-ñ role : scout. That means focusing on snipers and / or pure scout operations. So, not being seen and being able to see precisely.
-ñ engagement distances : long range / mid range.
> racial passive : bonus to scan precision + bonus to scan profile (no change)
- high slots = 4 Go for shield extenders and light damagers here. This is useful to a fast moving sniper / scout.
- low slots = 1 Stamina mod or reactive plate armor. The goal here is to add sustainability to the chosen role.
GALLENTE
-ñ archetype : gallenteans are know for their ability in developping AI while being versatile as well.
-ñ role : fixer. Sneaking on the enemies and using AI to hack faster.
-ñ engagement distances : close range / mid range
> racial passive : bonus to system hacking speed + bonus to scan profile
- high slots = 1 Allowing maybe one more shield to sustain armor repairing.
- low slots = 4 Can be used for stamina recovery, feroscale armor plates, and a hacking mod.
MINMATAR
-ñ archetype : Minmatarians are all about patchworking and speed. Their moto is hit hard and run faster.
-ñ role : saboteur. Dealing punctual deadly damages to enemy clones or vehicles, and retreat.
-ñ engagement distances : close combat* / close range / mid range * not a first choice because it is, at the moment, difficult to make it reliable on the battlefield without a cloak.
-ñ racial passive : bonus to sidearms damagers + bonus to scan precision
- high slots = 3 Damagers and shields.
- low slots = 2 Stamina and / or scan profile and / or reactive armor plate for sustainability
REBALANCE THE MOD FITTINGS
In order to make it even more viable and playable for any scout from any race, I think we do need to make an importance change regarding kynetic catalization. Rather than a low slot mod, make it a high slot module.
Here was the feedback of a scout player. Hope it would be of any help.
Your blade is an extension of your mind. It must be swift, silent, focused. And deadly.
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Dexter307
The Unholy Legion Of DarkStar
823
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Posted - 2014.02.03 16:09:00 -
[366] - Quote
Kigurosaka Laaksonen wrote:Dexter307 wrote:Amarr is supposed to use armor and shield Not according to any EVE lore I've ever heard. I've heard people say there supposed to use armor but dual tank to get max HP Also gallente and minmatar are the amarrs enemy's so it makes sense to get resistances to plasma and projectile weapons |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
242
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Posted - 2014.02.03 16:51:00 -
[367] - Quote
Dexter307 wrote:Kigurosaka Laaksonen wrote:Dexter307 wrote:Amarr is supposed to use armor and shield Not according to any EVE lore I've ever heard. I've heard people say there supposed to use armor but dual tank to get max HP Also gallente and minmatar are the amarrs enemy's so it makes sense to get resistances to plasma and projectile weapons
Amarr are THE armor tankers in new eden, CCP is finally fixing this dual tanking junk and making them what they should have always been ACCORDING TO LORE.
IF you follow lore, there is absolutely NO reason to give the amarr ANY bonus to shields.
Logi Bro wrote: The bonus to reload speed is attached to ALL of the commando suits, guy.
The Amarr Commando bonus gives +10% to laser weapon damage, which is incredibly useful.
1 bonus attached to all suits is just lazy, and that is not a valid counter-point for it being next to useless for amarrian technology.
All commandos get +10% bonus to racial weapons, so once again a non-point.
Monkey MAC wrote: So what about people who don't use amarr suits for the ScR. Its too precise a bonus. Sentinel bonus is fine, you will have more shields than most amarr will have armour, plus an extra skill for armour Assault should be to Tank, so 3% shields 3% armour Commando bonus to reload speed is general to suit, so its definitely relevant. Because instead you 75% reduction to cloaks as general being the only suit worth fitting on them.
Bonuses are supposed to be precise, New Eden is based upon precise bonuses, precise bonuses are what make specialized suits specialized....
Sentinel bonus is garbage.... amarrian heavys will have the lowest amount of shield hp, and amarrians do not shield tank... ever. This makes ANY bonus to shield HP GARBAGE.
generalized bonuses are GARBAGE, you can see that now with the generalized assault bonus (+5% shield regen) and logi (+1 hp/sec) bonuses. They are lazy and benefit some suits way more than others.
All suits get the cloak bonus, and it is a special class bonus that allows one specific type of equipment to be used. Amarrs only bonus (stamina/recovery) is worth nearly nothing(less than 1 militia module), especially compared to the amount of bonus that the other scouts are getting. |
Thrydwulf Khodan
DUST University
41
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Posted - 2014.02.03 19:03:00 -
[368] - Quote
Scout Feedback:
TL;DR Having 2E slots for all the scout suits impacts the current Logi suits. Most notably the Amarr and Caldari Logi Suits that as a baseline only have 2E.
Long version:
2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
So, entry level scout suits get 2E, and get a minor hacking bonus and get better stealth bonuses. And a sidearm weapon. Can someone please explain to me why as an Amarr or Caldari dropsuit user one would use the current (or even rumored) Caldari or Amarr logi suits when given this new scout suit as an option?
Equipment slots are what give Logis their benefits.
To put this in perspective: Previously, there were only three other suits that had more than 1 equipment slots that were not 'Logi' suits:
Skinweave' Militia Minmatar Medium Frame Balac's Modified Assault ck.0 Fossil' Militia Minmatar Medium Frame |
Templar 514
Amarr Templars Amarr Empire
67
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Posted - 2014.02.03 19:16:00 -
[369] - Quote
Thrydwulf Khodan wrote:2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
Addressing the bolded section:
As someone who has made substantial use of ADV-level AmLogi suits, I can say quite accurately that the equipment layout for Amarr Logi suits is STD-2, ADV/PRO- 3. I'm also reasonably certain this is the case with the Caldari Logi as well.
That said, I'll just throw in my 2 ISK- the difference between Amarr Scout and Logi suits will mainly come from the logi gaining equipment bonuses and an additional equip slot, as well as the EHP advantage of being a medium frame (compared to a light frame). Remember that the Amarr Logi is the only Logi suit to retain a sidearm slot (this also makes it the most awesome one IMO), so Scout vs Logi for the Amarr suits will come down to whether or not you want equipment bonuses and EHP, or stealth and mobility.
For Caldari Scout vs Logi, I think the CalLogi should actually have 3 equipment slots across all tiers. This would reinforce the logi tasking, while also not infringing on the super-mega-support style of the Gallente and Minmatar logi suits.
Of course, this is without seeing any info on the changes CCP is making to the slot layout of the medium frame suits. |
Ghermard-ol Dizeriois
Maphia Clan Corporation
143
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Posted - 2014.02.03 19:30:00 -
[370] - Quote
Not sure about it since there have been no Official DEV's Blogs, but CCP is reworking on Logistic suits too, so we may see some major change when they'll release 1.8.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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NextDark Knight
Hellstorm Inc League of Infamy
169
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Posted - 2014.02.03 22:50:00 -
[371] - Quote
Frank Olson Usul wrote:I heard a lot of "scouts will lose their sidearm for that 2nd equipment" ... was that change brought into play after these charts or is it just not true?
Speculation is the tears of the scouts floated that notion away. Any word on commando calderi swarm bonus?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Reign Omega
BurgezzE.T.F Public Disorder.
124
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Posted - 2014.02.04 01:47:00 -
[372] - Quote
Thrydwulf Khodan wrote:Scout Feedback:
TL;DR Having 2E slots for all the scout suits impacts the current Logi suits. Most notably the Amarr and Caldari Logi Suits that as a baseline only have 2E.
Long version:
2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
So, entry level scout suits get 2E, and get a minor hacking bonus and get better stealth bonuses. And a sidearm weapon. Can someone please explain to me why as an Amarr or Caldari dropsuit user one would use the current (or even rumored) Caldari or Amarr logi suits when given this new scout suit as an option?
Equipment slots are what give Logis their benefits.
To put this in perspective: Previously, there were only three other suits that had more than 1 equipment slots that were not 'Logi' suits:
Skinweave' Militia Minmatar Medium Frame Balac's Modified Assault ck.0 Fossil' Militia Minmatar Medium Frame
The amarr adv has 3 equipment slots
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843 nerfnut96
BurgezzE.T.F Public Disorder.
207
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Posted - 2014.02.04 18:07:00 -
[373] - Quote
Reign Omega wrote:Thrydwulf Khodan wrote:Scout Feedback:
TL;DR Having 2E slots for all the scout suits impacts the current Logi suits. Most notably the Amarr and Caldari Logi Suits that as a baseline only have 2E.
Long version:
2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
So, entry level scout suits get 2E, and get a minor hacking bonus and get better stealth bonuses. And a sidearm weapon. Can someone please explain to me why as an Amarr or Caldari dropsuit user one would use the current (or even rumored) Caldari or Amarr logi suits when given this new scout suit as an option?
Equipment slots are what give Logis their benefits.
To put this in perspective: Previously, there were only three other suits that had more than 1 equipment slots that were not 'Logi' suits:
Skinweave' Militia Minmatar Medium Frame Balac's Modified Assault ck.0 Fossil' Militia Minmatar Medium Frame The amarr adv has 3 equipment slots
So does caldari lol. Plus, if you plan to logi you don't want to use a scout. The only thing a scout will (Effectively) phase out the logi in is uplink placement and RE use.
Capt. Nerfnut96 // Ranking Officer // War Director // Burgezz ETF
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Logi Bro
Brutor Vanguard Minmatar Republic
2869
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Posted - 2014.02.04 22:14:00 -
[374] - Quote
Just a heads-up CCP, the 'Neo' Sentinel A-1 has a 4 second shield delay, while every other Amarr Sentinel suit has 5 second shield delay. That looks unintended, so you might want to double check on that.
Shield Recommendations
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8817
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Posted - 2014.02.04 23:49:00 -
[375] - Quote
Ivan Avogadro wrote:whatever your Amarr Scout build is just make one tweak: put it on the Gallente Scout instead. You'll do it faster, with further scan radius, built in armor rep, and absurdly better natural dampening. All for the low low price of 40ish EHP and the MLT level stamina boost that is the Amarr racial ability.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Ryme Intrinseca
Villore Sec Ops Gallente Federation
568
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Posted - 2014.02.05 15:25:00 -
[376] - Quote
CCP, you need to do a full infantry respec when you release the new suits. I would have spent my weapon and equipment SP VERY differently if all the dropsuits were out. Furthermore, vehicle SP has already been refunded, so it would be unreasonable not also to refund infantry SP. |
D legendary hero
Ultramarine Corp
1461
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Posted - 2014.02.05 15:46:00 -
[377] - Quote
why is the minmatar race always getting slighted...
minmatar sentinel is worse in just abour every field than the other suits. and any advantage they have is only marginal at best.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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KalOfTheRathi
Nec Tributis
952
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Posted - 2014.02.06 12:00:00 -
[378] - Quote
Reign Omega wrote:The amarr adv has 3 equipment slots The STD has two. Your point being what, exactly?
And so it goes.
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Ryme Intrinseca
572
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Posted - 2014.02.06 12:54:00 -
[379] - Quote
Posted in another thread, but very relevant here:
Looking at the info released so far, unless there is a major skill refund I will go from having two great proto fits to zero viable proto fits. This is because:
1. Minmatar logi is getting nerfed generally, with its only real advantage being its bonus to repair tools. That's useless to me - there had never previously been any connection between Min logi and rep tools, and I have no SP or interest in repair tools.
2. Amarr heavy frame, which has been the best heavy suit available since the game launched, will be outclassed by everything, including the Amarr sentinel, which I didn't skill into because it's bonuses were bad and I wanted a 2/3 slot layout not 1/4. Lo and behold, the Amarr sentinel is now getting that 2/3 layout PLUS a load of armour/shield resistance that the basic frame lacks.
So if there's not a big skill refund I will basically have a useless 30million SP character. Not because I made bad decisions - every decision I made was a good one. Not because I went into FOTM - Min logi and Amarr heavy frame have never been FOTM like Cal logi or Gal logi. But because I put points into suits that were perfect for my playstyle - a fast, hacking logi with proto scanner, hives, and uplinks, or a heavy with HMG/FG - but which are changing beyond all recognition.
In short, make players live by their decisions. Don't make players live by YOUR decisions to change everything about how suits work. Hence the infantry skill refund. |
Kigurosaka Laaksonen
DUST University Ivy League
254
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Posted - 2014.02.06 23:42:00 -
[380] - Quote
Ryme Intrinseca wrote:there had never previously been any connection between Min logi and rep tools
Confirming the Scimitar has never had any connections to shield reps. [/sarcasm]
This thought process from Ryme illustrates the consequences of CCP not following the patterns they've established EVE and show why DUST needs to be as much like EVE as a FPS can possibly be.
Ryme Intrinseca wrote:In short, make players live by their decisions. Don't make players live by YOUR decisions to change everything about how suits work. Hence the infantry skill refund.
And this mentality. About every patch for EVE there's a small handful of threads asking for some type of SP refund/reimbursement/respec whatever. In DUST it's every 4 threads every day. What the hell is up with that? This is an MMO. Live with it. When vehicle skills were removed you got that SP back. When **** gets nerfed you shouldn't get anything.
That being said, I've been extremely clear that I believe the only justifiable respec would be a full and final respec when all basic racial content is finally added into the game.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Ryme Intrinseca
590
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Posted - 2014.02.07 09:13:00 -
[381] - Quote
Kigurosaka Laaksonen wrote:Ryme Intrinseca wrote:there had never previously been any connection between Min logi and rep tools Confirming the Scimitar has never had any connections to shield reps. [/sarcasm] This thought process from Ryme illustrates the consequences of CCP not following the patterns they've established EVE and show why DUST needs to be as much like EVE as a FPS can possibly be. Ryme Intrinseca wrote:In short, make players live by their decisions. Don't make players live by YOUR decisions to change everything about how suits work. Hence the infantry skill refund. And this mentality. About every patch for EVE there's a small handful of threads asking for some type of SP refund/reimbursement/respec whatever. In DUST it's every 4 threads every day. What the hell is up with that? This is an MMO. Live with it. When vehicle skills were removed you got that SP back. When **** gets nerfed you shouldn't get anything. That being said, I've been extremely clear that I believe the only justifiable respec would be a full and final respec when all basic racial content is finally added into the game. What's a Scimitar? I'm guessing some sort of Eve thing?
Maybe if CCP had made Dust PC exclusive, and advertised it as an FPS for Eve devotees, it would be slightly more reasonable for them to change all the stats in line with Eve lore on a whim. But they didn't do that, they made it PS3 exclusive and repeatedly said they wanted to pick up console FPS players with no Eve knowledge.
Regarding vehicle skill removal, my thought is basically this: if CCP are ONLY going to give a skill refund where they remove skills, and they've decided to nerf rather than remove infantry skills, the implication is that they intend to disadvantage infantry players relative to vehicle players. OP 1.7 tanks are bad enough, I don't think the core of the playerbase (infantry) will take having their suits rendered useless, when vehicle users got a respec just a month ago. CCP surely know this, so I expect some significant skill refund with 1.8. |
Llast 326
An Arkhos
1803
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Posted - 2014.02.07 20:31:00 -
[382] - Quote
Since we have more Dev activity recentlyGǪ some seem to be trickling back from vacation, and/or have a little time from projectsGǪ Any plans to post those Med frame changes?
KRRROOOOOOM
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
732
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Posted - 2014.02.08 03:40:00 -
[383] - 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.
Saberwing - again thanks do the info!
Feedback as follows: 1) the gal, mini, Amarr assault bonus lay down is spot on - directly contributes to an assaulters effectiveness and lethality
2) Caldari assault bonus needs SERIOUS reconsideration. It's out of line with the other bonuses; doesn't fit with racial style and is marginal perk, particularly when compared to the others. Recommend you have a 7% reduction in rail tech spool time per level (I bumped this from 5% after calculating the actual reduction in time).
3) Solid logi bonuses laydown. I like the CPU / PG reduction perk across the board. Slight increase to equipment resource cost and you are really onto something.
4) who gets the bonus for needles and REs? Should be Cal and Mini respectively; I would like a second bonus for each racial logi even if we had to double up on equipment. Perhaps Amarr also gets the scanner and Gal get the rep tool?
"Endless money forms the sinews of War." - Cicero
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Paladin Sas
Pro Hic Immortalis
285
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Posted - 2014.02.08 04:10:00 -
[384] - 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.
WOOT WOOT, assault/logi changes. now, first off, i like what is purposed A LOT, but i feel that with the upcoming "potential" damage nerfs and the new sentinels, i feel that the assault suits would benefit more from a 1% damage to light/sidearm weapons per level that a reduced PG/CPU bonus. it would help them maintain their role as a front line combatant so they can compete with the new heavies, without making them horribly game breaking. |
silvergap Shen
Die Valkyrja Renegade Alliance
1
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Posted - 2014.02.08 04:10:00 -
[385] - Quote
i suggest that scout and assault have 1 EQ fou std and adv,have 2 EQ for Pro.
s+ósà¦S¦ïµPün+îFç¦S¦Äµùás+ópÇé
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Summ Dude
Direct Action Resources
182
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Posted - 2014.02.08 05:32:00 -
[386] - Quote
New Assault and Logi bonuses look pretty good. I always thought that a bonus to railgun weapons' range made the most sense for Caldari Assault, but I can somewhat understand the reasoning behind the reload speed. Although it does seem a little bit less interesting.
Anywho, so when do we get to look at the new suit stats as well?
Not just a laymen, but the laymen.
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Sgt Kirk
Fatal Absolution
4491
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Posted - 2014.02.08 06:16:00 -
[387] - 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. The overall Assault bonus is pin point but the Racial bonus for Gallente Assault is very poor imo. UNLESS you guys intend on increasing dispersion and kick (Recoil?) greatly among the weapons in 1.8.
If not the bonus is pretty bad, it only helps Assault rifle user and to be honest it may even hurt them. I can't speak for everybody but a lot of the people I know, including me, rely on spread when firing from the hip in CQC. Tightening it will only make it harder to land shots in fast paced CQC combat. |
Ghost Kaisar
Titans of Phoenix Legacy Rising
2785
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Posted - 2014.02.08 08:46:00 -
[388] - Quote
Sgt Kirk wrote: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. The overall Assault bonus is pin point but the Racial bonus for Gallente Assault is very poor imo. UNLESS you guys intend on increasing dispersion and kick (Recoil?) greatly among the weapons in 1.8. If not the bonus is pretty bad, it only helps Assault rifle user and to be honest it may even hurt them. I can't speak for everybody but a lot of the people I know, including me, rely on spread when firing from the hip in CQC. Tightening it will only make it harder to land shots in fast paced CQC combat.
I think the Dispersion and Kick reduction will work wonders for the AR.
That thing will be a hipfire monster. Think of the Gallente AR with the Hipfire of the RR with almost no Kick. That's where I think this will be heading.
The Plasma storm is coming. I can feel it.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
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Kevall Longstride
DUST University Ivy League
959
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Posted - 2014.02.08 08:54:00 -
[389] - Quote
As a maxed Gallente Assault AR user I'm quite pleased with these changes on paper. Should make up for the greater DPS that the RR has if my AR is more accurate.
Proof of the pudding is in the eating however so I'll hold of judgment till I play them in the game.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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shaman oga
Nexus Balusa Horizon
1565
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Posted - 2014.02.08 10:00:00 -
[390] - 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. It's difficult to express myself on the assault class, mainly because i don't know how the weapons will be rebalanced, but i like the class bonus.
It's different for logistics, i like the class bonus but i don't like these bonus on equipments, assault have a bonus on a class of weapons (eg. caldari: RR, sniper rifle), logistics are locked, they have a bonus on 1 equipment. Basically i feel like: you like nanohives> go caldari, you like scanner> go gallente. I don't like this feeling. Caldari should have a bonus on shields, Gallente on armor repair, Amarr on armor HP and Minmatar on sprint speed or walking speed. Increase the survival ability on logistics is more important than increasing the equipments effect imo.
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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