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Thread Statistics | Show CCP posts - 8 post(s) |
BLUNT SMKR
Ahrendee Mercenaries EoN.
16
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Posted - 2014.02.08 10:21:00 -
[391] - 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 logi bonuses look good. But not sure on the assault ones the amarr is good but others are meh. I guess the minmatar could be nice. when its says +5% to projectile light/sidearm weaponry clip size that means combat rifle rite? probably a stupid question but not sure if there just talking about MD n Flaylock. But i was hoping Assaults would get a damage bonuse of some kind especially the minmatar |
Aeon Amadi
Ancient Exiles. Renegade Alliance
4817
|
Posted - 2014.02.08 10:32:00 -
[392] - 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
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RKKR
The Southern Legion The Umbra Combine
735
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Posted - 2014.02.08 11:24:00 -
[393] - Quote
- Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level.
Nanohives below protolevel will still suck with these stats, making the rate 10% will make the lower ones OK but the proto ones too powerfull. Change the nanohives stats back already, if you guys want to fight equipment spam....design a ne system to give out ammo. |
KalOfTheRathi
Nec Tributis
952
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Posted - 2014.02.08 11:28:00 -
[394] - Quote
CCP Saberwing wrote: -- snip of Gank list -- Why did it take this long for this to come out? I was told repeatedly that the Logi Gank was not confirmed, don't worry your little Logi head about it yet - here it is. My heavy suit is ganked, my logi functions are ganked, equipment is ganked, 15 months on this character are wasted.
And CCP/Shanghai wont give any SP back at all! Wow, sucks to be a Merc down in the Dust.
Now we know beyond a shadow of a doubt that your leaks were indeed fact. So why the month of more of denial?
Is there some type of bonus for you guys if you can drive the Beta players out? That is the only thing that makes sense to me. There will be no freedom in this game at all. Pick one suit, pick two weapons, pick a few functions. Do not do anything else, cause CCP/Shanghai will gank you. I enjoyed being able to pick and choose my play style, but those days are gone.
Dreary days ahead down in the Dust.
Sorry, duplicated the reply in welcome back saberwing post. Welcome back indeed.
And so it goes.
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Summ Dude
Direct Action Resources
183
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Posted - 2014.02.08 11:37:00 -
[395] - Quote
KalOfTheRathi wrote:CCP Saberwing wrote: -- snip of Gank list -- Why did it take this long for this to come out? I was told repeatedly that the Logi Gank was not confirmed, don't worry your little Logi head about it yet - here it is. My heavy suit is ganked, my logi functions are ganked, equipment is ganked, 15 months on this character are wasted. And CCP/Shanghai wont give any SP back at all! Wow, sucks to be a Merc down in the Dust. Now we know beyond a shadow of a doubt that your leaks were indeed fact. So why the month of more of denial? Is there some type of bonus for you guys if you can drive the Beta players out? That is the only thing that makes sense to me. There will be no freedom in this game at all. Pick one suit, pick two weapons, pick a few functions. Do not do anything else, cause CCP/Shanghai will gank you. I enjoyed being able to pick and choose my play style, but those days are gone. Dreary days ahead down in the Dust. Sorry, duplicated the reply in welcome back saberwing post. Welcome back indeed. The amount of ignorance in this this post is so large that I actually don't feel like responding to it until I've slept.
Not just a laymen, but the laymen.
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Spectral Clone
Dust2Dust. Top Men.
1184
|
Posted - 2014.02.08 12:43:00 -
[396] - Quote
Well... Respec now confirmed... Or massive player exodus will continue.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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DeathwindRising
ROGUE SPADES
227
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Posted - 2014.02.08 13:07:00 -
[397] - 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.
so caldari assault is losing both its shield hp and recharge bonuses lol? wtf?
and why are you putting that god aweful reload bonus back in for caldari? we told you back in beta we hated it. nothing changed. we still hate it.
give us an optimal range bonus instead. all the other bonuses increase weapon effectiveness.
gallente have better damage application with their weapons (just like in eve)
amarr are more efficient with their laser weapons (just like in eve)
minmatar can shoot longer before reloading (this came from nowhere. shouldve been rof bonus honestly)
caldari should be able to engage targets from further away than anyone else (which is what theyre known for in eve)
the other issue i have with that reload bonus is that it step on the toes of the caldari commando. why do we need two suit within the same race with the same bonuses? isnt that redundant, or have you changed the commando bonuses?
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Spectral Clone
Dust2Dust. Top Men.
1184
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Posted - 2014.02.08 13:20:00 -
[398] - Quote
Range bonus to rail weapons would indeed be a good bonus for caldari assault!
Could we please see the assault/logi dropsuit stats as Well? I cant really comment if these changes are good or not without those stats.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Appia Vibbia
Ancient Exiles. Renegade Alliance
1077
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Posted - 2014.02.08 14:47:00 -
[399] - 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. NONONnonononononon. This is not balanced. this is a terrible, terrible idea. the Accuracy stat of a weapon means abosultely nothing in this game because the sharpshooter skill exists on the most inaccurate of weapons. Thinking of the Assault Rifle, lvl 5 Gallente Assault Dropsuit Operation, with Assault Rifle Operation 5 and Assault Rifle Sharpshooter 5 ends up with -25% -25% or a total of 56.25% of kick and hip-fire dispersion. The Gallente Assault Rifle will be more accurate, with less kick and less dispersion, than the laser rifle.
This game does not need less hip-fire dispersion on any weapon other than the shotgun and even that is debatable. You need to tone this down on every single weapon, remove the sharpshooter skill (it is worse than the chromosome sharpshooter in how it ruins balance), and stay away from these bonuses.
Appia Vibbia for CPM1
[email protected] (checked every Monday morning)
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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2417
|
Posted - 2014.02.08 15:13:00 -
[400] - Quote
BLUNT SMKR 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 logi bonuses look good. But not sure on the assault ones the amarr is good but others are meh. I guess the minmatar could be nice. when its says +5% to projectile light/sidearm weaponry clip size that means combat rifle rite? probably a stupid question but not sure if there just talking about MD n Flaylock. But i was hoping Assaults would get a damage bonuse of some kind especially the minmatar
I agree....the logi bonuses are cool. I mean, tbh, you can't really go wrong with logi bonuses as long as the bonuses apply to the equipment.
But the assault suit bonuses could be better. The reload speed for the railguns are not necessary as they are longer range weapons and reload doesn't matter when you're that far from the fight. The Gallente assault bonus is almost redundant since there isn't that much dispersion and kick in any of the weapons. I've specced into sharpshooter lvl 5 for both the assault and combat rifles and I don't see a difference. It seems to be one the most useless skills in the game.
Why not incorporate some sort of bonus to the suit for which they are designed? For example..some sort of bonus to shields for caldari, armor for gallente, speed for minmatar, etc. Not really bonuses on shield/armor extensions but maybe recharge delay or reps/sec, etc? Or, if there is a particular race weapon, then give the bonus for that specific race?
weRideNDie2getha since 2010
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iOwn AE Glitchers
Kinsho Swords Caldari State
45
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Posted - 2014.02.08 15:14:00 -
[401] - Quote
WITHOUT AN ACROSS THE BOARD DAMAGE BOOST FOR ASSAULTS, SLAYER LOGIS WILL REMAIN SUPREME
THAT CALDARI BONUS IS A JOKE BTW, HOW DOES .2 SECONDS OF FASTER RELOAD MAKE MY SUIT BETTER THAN A SLAYER LOGI WITH 1k EHP AND THREE DAMAGE MODS?
GFG CCP |
ANON Cerberus
Tiny Toons
325
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Posted - 2014.02.08 16:28:00 -
[402] - 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.
Well I just read the new assault bonuses and I think they all look kinda interesting. As the Assault Class they are getting - 5% reduction to PG/CPU cost of light/sidearm weapons.
- The Amarr keep their heat bonus - thanks to forum discussion. I am not sure how I feel about this.
- The Gallente get 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level - The dispersion and kick bonuses could be a little underwhelming on the AR as it does not have much in the way of kick or dispersion as it is I find.
- The Caldari get +5% to reload speed of hybrid railgun light/sidearm weapons per level - I really dislike this bonus as it just seems to be straying too far into commando territory. Compared to the Amarr heat bonus this is very lack lustre. Even the Gallente bonus seems a lot better.
-The Minmatar +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level - This seems to be the best new bonus by quite a long shot.
Really I am left with the question to CCP - Where is the balance there? |
NextDark Knight
Hellstorm Inc League of Infamy
178
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Posted - 2014.02.08 16:50:00 -
[403] - 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.
So wait.. Calari losses its little tank we have and given a crap bonus to a weapon they are Nerfing the bejesus out of?
Sounds about right.. logi slayer wins again.
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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axis alpha
Red Star. EoN.
200
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Posted - 2014.02.08 16:56:00 -
[404] - Quote
Caldari assualt is completely useless now... Thanks... All you QQers pat your selves on back. You got what you want.
I thought we would get at least +5% to shields per level.
Oh well.
The best part of waking up,
is whiskey in my cuuuuup!
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Ydubbs81 RND
Ahrendee Mercenaries EoN.
2418
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Posted - 2014.02.08 17:50:00 -
[405] - Quote
iOwn AE Glitchers wrote:WITHOUT AN ACROSS THE BOARD DAMAGE BOOST FOR ASSAULTS, SLAYER LOGIS WILL REMAIN SUPREME
THAT CALDARI BONUS IS A JOKE BTW, HOW DOES .2 SECONDS OF FASTER RELOAD MAKE MY SUIT BETTER THAN A SLAYER LOGI WITH 1k EHP AND THREE DAMAGE MODS?
GFG CCP
******* preach!!
IN CAPS, SO THAT CCP CAN UNDERSTAND HOW IMPORTANT THIS IS...........YOU HAVE TO GIVE THE ASSAULT SUITS BONUSES SO THAT ASSAULT ROLE PLAYERS WILL RETURN TO ASSAULT SUITS INSTEAD OF LOGI SUITS.
RIGHT NOW, THE ROLES ARE BLURRED AND I'M TIRED OF TRYING TO DEFEND IT AMONGST PLAYERS WHEN IT IS TRUE. IF YOU'RE SUPPORT, THEN YOU SHOULD BE IN A LOGI SUIT. IF YOU'RE AN ASSAULT/SLAYER, THEN YOU SHOULD BE IN AN ASSAULT SUIT. IT'S BALANCED.....IT WAS LIKE THAT BEFORE YOU GUYS MADE THE LOGI SUIT THE END ALL, BE ALL.
weRideNDie2getha since 2010
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GVGMODE
WorstPlayersEver
131
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Posted - 2014.02.08 18:12:00 -
[406] - Quote
CCP Saberwing wrote:
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..
@Caldari... seems sort of pointless, considering how overwhelmed shields are by armor and the fact that people are able to "clip" the reload of every weapon.
@Gallente... less hip fire dispersion and kick is very good, if we add it to the fact that they can use damage mods without loosing armor tanking power.
@Minmatar... looking to be the FOTM bonus, I can already forsee the spraying and praying strength of the CR/ACR/SMG and precision rifle?
@Amarr... keeping the bonus, given that they are the slowest suit, low starfing speed, lowest slot count
CCP Saberwing wrote: 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.
All of them seem decent
Dual Pilot (Tank / Assault Dropship)
FREE DUST ITEMS HERE
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Mad Syringe
ReDust Inc.
71
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Posted - 2014.02.08 18:34:00 -
[407] - Quote
I said it before, as a dedicated masshole, the minmatar bonus is rediculous.
It will only lead to explosive spam from rooftops again! 11 rounds in a Freedom Massdriver? You got to be kidding me!
This is going in the wrong direction. In Eve the usual bonus for using a weapon on the corresponding racial ship is usually damage related, rate of fire related or precision/tracking related.
Minmatar need high alpha damage to survive a fight. You give them sustained damage. This is just not fitting to Minmatar playstyle. It will make the explosive weapons pure spam weapons (MD Flaylock). We don't need that. Slightly more punch (the bonus the Commandos get) would have been way more fitting.
On the logi bonusses, I have to agree, that regen bonusses would have been way better. Stick your head out for to long and you go down. But if you go back to cover, your good to go again in no time. That would have been a great help for the logis.
Right now, for example the Minmatar:
Bonus to repping tool. Though I understand what your aiming for with this racial equipment bonus, Its bad, because the minmatar logi is the least tanked logi, and you really think we would all stick to a heavies back to rep him now? I don't think so, because we'll be mowed down in no time since our tank is not good enough to go out in the open with our heavie friends.
Logis should be versatile, whichever race you choose. So give us hit and run bonusses and not those mediocre equipment bonusses that press each suit in a certain role, we might not want to play. Logis should always have a bonus to recovering their health (may it be shield or armour related).
Cheers Mad |
Ghermard-ol Dizeriois
Maphia Clan Corporation
157
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Posted - 2014.02.08 19:00:00 -
[408] - Quote
CCP, why don't you give a +5% bonus / level on explosive weapons for Minmatar?
I'm not getting this:
Quote:Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. Do you mean you get more rounds for magazine? Do you mean you get overall more rounds? Do you mean you get both more rounds per magazine AND overall more rounds?
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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General12912
Gallente Marine Corps
52
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Posted - 2014.02.08 19:12:00 -
[409] - Quote
so caldari scout gets a bonus to scan precision, while gallente scout gets a bonus to scan profile. so what is the difference between scan precision and scan profile? |
Summ Dude
Direct Action Resources
183
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Posted - 2014.02.08 20:23:00 -
[410] - Quote
General12912 wrote:so caldari scout gets a bonus to scan precision, while gallente scout gets a bonus to scan profile. so what is the difference between scan precision and scan profile? Precision is how good you are at scanning enemies, profile is how hard you are to scan.
Not just a laymen, but the laymen.
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Llast 326
An Arkhos
1824
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Posted - 2014.02.08 20:39:00 -
[411] - Quote
Ghermard-ol Dizeriois wrote:CCP, why don't you give a +5% bonus / level on explosive weapons for Minmatar? I'm not getting this: Quote:Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. Do you mean you get more rounds for magazine? Do you mean you get overall more rounds? Do you mean you get both more rounds per magazine AND overall more rounds? Explosive weapons i.e. Mass Driver and Flaylock have very small clip sizes, the +1 is to ensure that the clip size bonus is valuable. The Flaylock would not even receive an extra round in the clip at level 5, if it were 5% The projectile bonus is 5% makes the bonus useful for higher clip capacity weapons (projectiles). 5% makes a difference for these weapons because the clip holds more. (the +1 bonus would make little difference on the CR, 5 more bullets would not really be a bonus.
Hope that makes sense.
KRRROOOOOOM
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Ghermard-ol Dizeriois
Maphia Clan Corporation
157
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Posted - 2014.02.08 20:59:00 -
[412] - Quote
Llast 326 wrote:Explosive weapons i.e. Mass Driver and Flaylock have very small clip sizes, the +1 is to ensure that the clip size bonus is valuable. The Flaylock would not even receive an extra round in the clip at level 5, if it were 5% The projectile bonus is 5% makes the bonus useful for higher clip capacity weapons (projectiles). 5% makes a difference for these weapons because the clip holds more. (the +1 bonus would make little difference on the CR, 5 more bullets would not really be a bonus.
Hope that makes sense.
It makes perfect sense, yet someone pointed out that old MD had too many rounds and it was used only for roof camping. I'd rather give them a buff in explosive damage instead of increasing the rounds loaded.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Meee One
The dyst0pian Corporation Zero-Day
317
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Posted - 2014.02.08 21:09:00 -
[413] - Quote
I don't use assaults but....11 rounds per magazine for a mass driver seems a little insane.
I do however use Gal logi. Do you know what i forsee? You give a bonus for a nerfed item,THEN they're outclassed using ALL other eq. Do you know what that means,to the one logi that can have 5 complex plates? Yes,it seems as if CCP WANTS Gk.0 to be the go-to logi for slaying. Tell meee CCP why should i as a Gal logi use my suit to support when ALL my abilities are gimped? No good answer? Because there isn't one...
Sexy jutsu
Time to jaaam!
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Summ Dude
Direct Action Resources
183
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Posted - 2014.02.08 21:13:00 -
[414] - Quote
Meee One wrote:I don't use assaults but....11 rounds per magazine for a mass driver seems a little insane.
I do however use Gal logi. Do you know what i forsee? You give a bonus for a nerfed item,THEN they're outclassed using ALL other eq. Do you know what that means,to the one logi that can have 5 complex plates? Yes,it seems as if CCP WANTS Gk.0 to be the go-to logi for slaying. Tell meee CCP why should i as a Gal logi use my suit to support when ALL my abilities are gimped? No good answer? Because there isn't one... Like I've been saying, let's wait and and see what the new suit layouts are like before judging.
Not just a laymen, but the laymen.
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Llast 326
An Arkhos
1825
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Posted - 2014.02.08 21:19:00 -
[415] - Quote
Ghermard-ol Dizeriois wrote:Llast 326 wrote:Explosive weapons i.e. Mass Driver and Flaylock have very small clip sizes, the +1 is to ensure that the clip size bonus is valuable. The Flaylock would not even receive an extra round in the clip at level 5, if it were 5% The projectile bonus is 5% makes the bonus useful for higher clip capacity weapons (projectiles). 5% makes a difference for these weapons because the clip holds more. (the +1 bonus would make little difference on the CR, 5 more bullets would not really be a bonus.
Hope that makes sense. It makes perfect sense, yet someone pointed out that old MD had too many rounds and it was used only for roof camping. I'd rather give them a buff in explosive damage instead of increasing the rounds loaded. Well that is true, i remember those times. But this is a bit different now. It's only one suit that gets the clip bonus, this tactic would be more prevalent if the change was to the MD itself not just one suit. The dynamic of play is very different now than it was then, though it will be different again when 1.8 launches and I can't predict how it will all go down. Hopefully TTK adjustments and shield effectiveness will balance this out a bit. Really if Min Assault is FOTM OP it could be an issue, but looking at all the stuff coming out I am hard pressed to pin a FOTM down. Lot's of cool things incoming. Been running scout exclusively forever and finally seeing some validation to my play style is nice (though i have cloak concernsGǪ don't want to HAVE to use them.) Point of this is I don't have a full understanding of how to run every suit out there, but I do want to see everything work in a nice synergy
KRRROOOOOOM
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Meee One
The dyst0pian Corporation Zero-Day
317
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Posted - 2014.02.08 21:31:00 -
[416] - Quote
Summ Dude wrote: Like I've been saying, let's wait and and see what the new suit layouts are like before judging. You seem to think im complaining about slayer logis. With a bonus for a nerfed item,Gal logi may as well be an assault. Do you know what a logi is that sucks with all eq (besides Gal logi in 1.8)? That's right,it's an assault.
Sexy jutsu
Time to jaaam!
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ANON Cerberus
Tiny Toons
329
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Posted - 2014.02.08 22:17:00 -
[417] - Quote
DeathwindRising 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 other issue i have with that reload bonus is that it step on the toes of the caldari commando. why do we need two suit within the same race with the same bonuses? isnt that redundant, or have you changed the commando bonuses?
This so much. I honestly do not understand where CCP are going with this. Applied underline to the the main part. |
alten hilt
DUST University Ivy League
63
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Posted - 2014.02.08 22:20:00 -
[418] - 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.
As an Asault Rifle and Combat Rifle user, I would prefer to see the Gallente and Minmatar bonuses swaped (except for explosive weapons)
The reason is simple. The AR is designed for close quarters domination, and I would prefer to have a lot more rounds in the mag for those close quarters fights where spray and pray is much more common. The combat rifle is a mid range weapon and I am much more precise about when I shoot. I need more accuracy at range than I do more rounds in the magazine.
just my 2 cents
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Ghermard-ol Dizeriois
Maphia Clan Corporation
157
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Posted - 2014.02.08 22:46:00 -
[419] - Quote
Llast 326 wrote:Well that is true, i remember those times. But this is a bit different now. It's only one suit that gets the clip bonus, this tactic would be more prevalent if the change was to the MD itself not just one suit. {...}
We'll see, but unless they highly raise the ammo carried, you'll probably end going around with (6+5)+13 rounds (without proficiency in ammo capacity), which means 1 full reload and 2 spare rounds. Unless you have a Caldari Logi along with you, you'll be forced to carry some nanohives...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Awry Barux
Paladin Survey Force Amarr Empire
459
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Posted - 2014.02.09 02:42:00 -
[420] - 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.
Please, for the love of the Empress, reconsider that Amarr logistics bonus. It's the slowest medium frame! It's the worst uplink-laying suit out of the 4 logis. I get that we're trying to keep bonuses within racial technology, but it makes no sense for the extremely slow, sidearm-slot-having combat-focused logi to be the one designating for lugging uplinks all over the map. To quote the market description, "The Amarr variant is a durable, combat-focused suit that provides above-average protection, allowing logistic units to operate in the middle of a firefight, actively dispersing aid and support as needed while simultaneously engaging the enemy and inflicting trauma of its own."
Also, I liked the Min Logi bonus as it was :( don't take away my hack speed. |
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