Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Fristname Family name
The New Age Outlaws WINMATAR.
56
|
Posted - 2014.02.09 03:41:00 -
[421] - Quote
Awry Barux 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. 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. Wait wait wait wait wait... wait. So your telling me that you all hated the bonus for your scout suit, and now you want the log+¼ suit to be faster/or have a, differnt bonus. Wait let me geuss you want a bonus to make the logi have 10% reduction to, heatbuild, up per level. Because your a **** logi who has got everything proto on his log+¼ suit but the equipment. Well yyou arent getting a bonus swap.
Ammar is dead and everyones happy. Yay.
|
Charlotte O'Dell
Fatal Absolution General Tso's Alliance
1889
|
Posted - 2014.02.09 03:41:00 -
[422] - 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.
What in the hell is that bullshit?
Try again.
I have no need for a shorter reload time when my weapons are long range. I understand that the other bonuses have to do with their race's weapons, and I like that, but reload time is worthless.
Suggestions from the peanut gallery: -5% range at which damage falloff begins. It plays to the long range nature of their weapons, but does not increase their maximum range. It only means that they do more consistent damage over the overall range.
Charlotte O'Dell is the highest level unicorn!
|
Charlotte O'Dell
Fatal Absolution General Tso's Alliance
1892
|
Posted - 2014.02.09 03:43:00 -
[423] - Quote
alten hilt 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.
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
idk, MN weapons tend to run out of ammo rather quickly (CR op5pro1)
Charlotte O'Dell is the highest level unicorn!
|
Summ Dude
Direct Action Resources
184
|
Posted - 2014.02.09 04:37:00 -
[424] - Quote
Awry Barux 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. 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. You're thinking of uplinks as a Scout might use them. But imagine you're an Amarr Logi, running with your squad, being not so terrible in direct combat. So you drive the enemy lines back, drop an uplink. Drive em back some more, drop another uplink. Rinse and repeat. So it's not about sprinting somewhere really quick to drop an uplink as a starting point, it's more about being able to constantly have a spawn point right where your squad has most currently pushed to. Effectively allowing a slow but steady "stampede" playstyle. Which actually seems quite fitting for the Amarr.
Not just a laymen, but the laymen.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3397
|
Posted - 2014.02.09 04:47:00 -
[425] - 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 Amarr Assault bonus only benefits 1.5 weapons in this framework: Semi-Auto Scrambler and Laser Rifle
The Assault Scrambler requires effort to overheat even with no skill invested, and the Scrambler Pistol doesn't generate heat.
This wouldn't be a direct concern, but the bonuses you're giving other races reflect care given towards weapons that would benefit less from the main bonus (RE: Minmatar get non-percentage add to explosive weaponry like MD or Flaylock).
If you're willing to split a bonus like that to impact weapons, could you at least make the effort to do so with the race that has the fewest weapons in the game (Scrambler Pistol/Rifle, Laser)? Consider a +% to max ammo on Scrambler Pistol/Assault Scrambler or something.
The other Assault races seem to have efforts to make the bonus impact all their weapons in some way (excepting the light AV weapons, which the Amarr doesn't have anyway).
Dren and Templar equipment stats, wrong since release.
|
DeathwindRising
ROGUE SPADES
231
|
Posted - 2014.02.09 04:55:00 -
[426] - 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
depends on the slot layouts of the medium suits really. going by the new dropsuits... we could be getting reduced low slots on shield tanking suits and less high slots on armor tanking suits.
it reduces the effectiveness of brick tanking and also keeps fits like slayer logis from being effective because they wont have the slots to run both a tank and damage mods, while brick tanking will be less effective than straight up armor or shield tanking.
imagine gallente logis with only 1 high slot... they cant stack damage mods anymore. they cant brick tank anymore. theyll suck at slaying, problem solved. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3397
|
Posted - 2014.02.09 04:56:00 -
[427] - 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.
Also... we need the suit stats, not just the bonuses.
Dren and Templar equipment stats, wrong since release.
|
DeathwindRising
ROGUE SPADES
231
|
Posted - 2014.02.09 05:04:00 -
[428] - 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.
mass drivers have no ammo lol. the bonus will just have them run out of ammo faster. and nanohives are getting nerfed |
DeathwindRising
ROGUE SPADES
231
|
Posted - 2014.02.09 05:07:00 -
[429] - 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...
all that armor... and prolly only one high slot to go with it will make it what? a fat suit with less hp than a fat suit lol? youre slaying days are over logi gk.0 |
DeathwindRising
ROGUE SPADES
231
|
Posted - 2014.02.09 05:09:00 -
[430] - Quote
Meee One wrote: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.
except with a different layout and completely different bonuses... sure lol |
|
Summ Dude
Direct Action Resources
185
|
Posted - 2014.02.09 05:28:00 -
[431] - Quote
DeathwindRising wrote:Charlotte O'Dell 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. What in the hell is that bullshit? Try again. I have no need for a shorter reload time when my weapons are long range. I understand that the other bonuses have to do with their race's weapons, and I like that, but reload time is worthless. Suggestions from the peanut gallery: -5% range at which damage falloff begins. It plays to the long range nature of their weapons, but does not increase their maximum range. It only means that they do more consistent damage over the overall range. 5% optimal range That's what I've been saying!
Not just a laymen, but the laymen.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8976
|
Posted - 2014.02.09 05:33:00 -
[432] - 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 bonuses aren't perfect, but certainly a step in the right direction.
- The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons.
- The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level.
- I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect.
- About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200 magazine increase for the mass driver, even more for the flaylock pistol.
As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Donn Cuailgne
Sad Panda Solutions
2
|
Posted - 2014.02.09 05:52:00 -
[433] - Quote
Why lower the Commando's melee damage? It's one of the more interesting features of the suit. Sucker punching the guy trying to rush you or the poor cat you've caught in a corner is glorious. |
Summ Dude
Direct Action Resources
186
|
Posted - 2014.02.09 05:58:00 -
[434] - Quote
Donn Cuailgne wrote:Why lower the Commando's melee damage? It's one of the more interesting features of the suit. Sucker punching the guy trying to rush you or the poor cat you've caught in a corner is glorious. It was actually a neat little quirk. But I guess it doesn't really have much to do with the second-line suppression role of the Commando.
Not just a laymen, but the laymen.
|
Donn Cuailgne
Sad Panda Solutions
2
|
Posted - 2014.02.09 06:09:00 -
[435] - Quote
Summ Dude wrote:It was actually a neat little quirk. But I guess it doesn't really have much to do with the second-line suppression role of the Commando.
I've always thought of it as a built-in sidearm. The only extreme CQC light is the shotgun, which, with a few exceptions, is a poor choice to carry as a second, and obviously you normally wouldn't equip an actual sidearm on the Commando, so what do you do when that Heavy whose HP you've been whittling away gets desperate and tries to get all up in your face with his SMG, or that Scout pops around the corner with his knives? You knock them the **** out. |
Summ Dude
Direct Action Resources
186
|
Posted - 2014.02.09 06:53:00 -
[436] - Quote
Donn Cuailgne wrote:Summ Dude wrote:It was actually a neat little quirk. But I guess it doesn't really have much to do with the second-line suppression role of the Commando. I've always thought of it as a built-in sidearm. The only extreme CQC light is the shotgun, which, with a few exceptions, is a poor choice to carry as a second, and obviously you normally wouldn't equip an actual sidearm on the Commando, so what do you do when that Heavy whose HP you've been whittling away gets desperate and tries to get all up in your face with his SMG, or that Scout pops around the corner with his knives? You knock them the **** out. Hm, a very interesting point. You've swayed me!
Not just a laymen, but the laymen.
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
159
|
Posted - 2014.02.09 11:05:00 -
[437] - Quote
The only ones who will really appreaciate the Caldari Assault Bonus are the snipers. 25% (native) + 15% (skill) faster reload = 1.8s for reloading
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
xSir Campsalotx
G0DS AM0NG MEN
109
|
Posted - 2014.02.09 11:49:00 -
[438] - Quote
Why not 25% more ammo capacity (for gal blaster weapons,for cal rail weapons) or 25% reduction to spool time |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1906
|
Posted - 2014.02.09 15:16:00 -
[439] - Quote
xSir Campsalotx wrote:Why not 25% more ammo capacity (for gal blaster weapons,for cal rail weapons) or 25% reduction to spool time
25%? Yeah, that's not OP at all.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
|
Summ Dude
Direct Action Resources
188
|
Posted - 2014.02.09 21:20:00 -
[440] - Quote
John Demonsbane wrote:xSir Campsalotx wrote:Why not 25% more ammo capacity (for gal blaster weapons,for cal rail weapons) or 25% reduction to spool time 25%? Yeah, that's not OP at all. I think he meant 5% per level, so 25% at max, like the current Minmatar bonus. Personally, I think a RoF bonus to plasma weaponry would be more interesting and useful for the Gallente Assault.
Not just a laymen, but the laymen.
|
|
Mobius Kaethis
Molon Labe. General Tso's Alliance
1240
|
Posted - 2014.02.09 21:40:00 -
[441] - Quote
Summ Dude wrote:John Demonsbane wrote:xSir Campsalotx wrote:Why not 25% more ammo capacity (for gal blaster weapons,for cal rail weapons) or 25% reduction to spool time 25%? Yeah, that's not OP at all. I think he meant 5% per level, so 25% at max, like the current Minmatar bonus. Personally, I think a RoF bonus to plasma weaponry would be more interesting and useful for the Gallente Assault.
I agree. The bonus to dispersion that Gal are getting is pretty much useless. At sharpshooter 5 I already have almost no dispersion so this bonus is not going to help me in the least.
A bonus to RoF, mag size, or even damage would be much more meaningful. I would think that any of these bonuses would be smaller though since they have a much larger impact on game play. +3% per level would make sense. That would mean either: 9 more rounds in an AR mag, a RoF of 862rpm, or 15% more damage on the AR (these are all considering +3%/level at level 5).
Please note I am not asking for all of the above mentioned bonuses, only one of them.
Fun > Realism
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8999
|
Posted - 2014.02.09 21:46:00 -
[442] - Quote
KAGEHOSHI Horned Wolf 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 bonuses aren't perfect, but certainly a step in the right direction. - The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons. - The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level. - I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect. - About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius (preferably) instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200% magazine increase for the mass driver, even more for the flaylock pistol. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you.
The MD buff + rifle nerfs + the almost 200% increase of MD rounds with Minmatar assault is way too much at once. I double urge you to make it splash radius instead.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KalOfTheRathi
Nec Tributis
953
|
Posted - 2014.02.10 01:42:00 -
[443] - 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. Has anybody considered updated the spreadsheet?
Just asking as the last two downloads are identical, before and after your update on how to hose logistic suits. While non of the updated suit info in is the spreadsheet.
And so it goes.
|
The dark cloud
The Rainbow Effect Negative-Feedback
2185
|
Posted - 2014.02.10 01:48:00 -
[444] - Quote
The bonus for gallente active scanners is quite nice. Espacially cause i get a scan precision of like 21DB on the quantum scanner and 15 on the focused scanner (proto). Its gonna be a joy for me to find all those sneaky scouts running around.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
|
The-Errorist
501
|
Posted - 2014.02.10 04:16:00 -
[445] - Quote
KAGEHOSHI Horned Wolf 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 bonuses aren't perfect, but certainly a step in the right direction. - The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons. - The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level. - I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect. - About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius (preferably) instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200% magazine increase for the mass driver, even more for the flaylock pistol. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. Pairing a hybrid-rail recoil reduction with the reload bonus for the Caldari Assault, and having a hybrid-blaster 1% RoF increase and a bullet spread reduction is perfect for the Gallente are great ideas.
Getting 5 more MD and Flaylock Pistol rounds would be OP, especially since the MD is getting a damage buff. A splash radius buff would be better.
New equipment for the Gallente could be deployable sentry drones or cover nodes. The Amarr could get a stasis webifiers. |
DJINN Marauder
Ancient Exiles. Renegade Alliance
4098
|
Posted - 2014.02.10 09:13:00 -
[446] - Quote
Any hint on when the stats for the medium suits are coming?
Or are they going to stay the same? I ask because I was hoping the amarr assault was going to get more lean on armor since the heavy and scout are too
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 4 | Warframe is awesome! | PSN: I-NINJA-ALL-DAY
|
Ryme Intrinseca
Fatal Absolution
645
|
Posted - 2014.02.10 09:35:00 -
[447] - Quote
KAGEHOSHI Horned Wolf wrote:KAGEHOSHI Horned Wolf 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 bonuses aren't perfect, but certainly a step in the right direction. - The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons. - The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level. - I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect. - About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius (preferably) instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200% magazine increase for the mass driver, even more for the flaylock pistol. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. The MD buff + rifle nerfs + the almost 200% increase of MD rounds with Minmatar assault is way too much at once. I double urge you to make it splash radius instead. This, Min assault+MD+FP is obviously the next FOTM if things stay as they are. Don't you guys remember how much everyone HATED the previous explosive spam builds? |
Summ Dude
Direct Action Resources
188
|
Posted - 2014.02.10 10:11:00 -
[448] - Quote
Ryme Intrinseca wrote:KAGEHOSHI Horned Wolf wrote:KAGEHOSHI Horned Wolf 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 bonuses aren't perfect, but certainly a step in the right direction. - The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons. - The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level. - I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect. - About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius (preferably) instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200% magazine increase for the mass driver, even more for the flaylock pistol. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. The MD buff + rifle nerfs + the almost 200% increase of MD rounds with Minmatar assault is way too much at once. I double urge you to make it splash radius instead. This, Min assault+MD+FP is obviously the next FOTM if things stay as they are. Don't you guys remember how much everyone HATED the previous explosive spam builds? But that was because every single suit could use them that way. This will only be one suit, being very specialized. Which is kinda the point of specialized suits, I think. Lets just wait and see how things look with the adjustments to slot layout, damage mods, and weapons.
Not just a laymen, but the laymen.
|
Ryme Intrinseca
Fatal Absolution
646
|
Posted - 2014.02.10 10:50:00 -
[449] - Quote
Summ Dude wrote:Ryme Intrinseca wrote:KAGEHOSHI Horned Wolf wrote:KAGEHOSHI Horned Wolf 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 bonuses aren't perfect, but certainly a step in the right direction. - The reload bonus for the Caldari assault is unpopular as you have likely seen by the forum reaction, and it sucks compared to the Minmatar and Amarr bonuses. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. No one will get excited for this single reload bonus. Another alternative would be to reduce effective range of hybrid-rail weapons, but give Caldari assaults a range bonus for hybrid-rail weapons. - The Gallente bonus is also very underwhelming. I would recommend a 1% ROF increase per level of hybrid-plasma/blaster weapons + 5% dispersion reduction per level. - I LOVE the Amarr and Minmatar bonuses. The Amarr one is perfect. - About the Minmatar explosive thing, maybe should be to ammo reserves or splash radius (preferably) instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. Maxed out the clip size bonus would be close to a 200% magazine increase for the mass driver, even more for the flaylock pistol. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and depoyable explosives (REs and PMs).
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. The MD buff + rifle nerfs + the almost 200% increase of MD rounds with Minmatar assault is way too much at once. I double urge you to make it splash radius instead. This, Min assault+MD+FP is obviously the next FOTM if things stay as they are. Don't you guys remember how much everyone HATED the previous explosive spam builds? But that was because every single suit could use them that way. This will only be one suit, being very specialized. Which is kinda the point of specialized suits, I think. Lets just wait and see how things look with the adjustments to slot layout, damage mods, and weapons. Specialized should not mean ludicrously OP. |
Baldy bonce
Tronhadar Free Guard Minmatar Republic
2
|
Posted - 2014.02.10 12:44:00 -
[450] - Quote
About the proposed logi bonuses , on first glance they look useful support skills, but i have a slight concern. Only the Mini bonus forces you to support your team. The Amarr bonus will help the squad/team but can be used for solo\slayer activities and the Gal and Cal bonuses enhance non support fits even further .
As a logi ,mini/gal/amarr, i find the narrowing of my role prohibitive and to specialized far to early in the game development. These type of specialized bonuses should be left until we get proper tech 2 .
If bonuses remain i will carry on , just wanted to voice my concerns. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 [15] 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |