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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
568
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Posted - 2014.02.25 15:39:00 -
[541] - Quote
Thrydwulf Khodan wrote:Summ Dude wrote:Thrydwulf Khodan wrote:Amarr for drop uplink, Minmatar when I'm repping ... wait we need someone to scan ... gimme a minute I need my Gallente ... you're out of Nanohives? I'll be right back ... I need to get my Caldari suit. So ... as a Logi, I now need to spec into All Four of the Logi suits to be as efficient as I am presently.Yeahhh. There's another SP grind for you. Well there's the problem, you aren't really meant to be as efficient as you are presently. You're supposed to be specialized heavily into one specific role, then perform sufficiently at other roles. I think that's the main idea here. Pick a role you want to be the absolute best at, then spec into that. You trade versatility for specialization. I did pick the role I want to be the best at.I'm a Logibro.Let's use logic here. What if I told you that you're "not meant to be as efficient as you are" Let's say you skilled into a couple weapons to level 5. And you chose a suit and skilled into that. And suddenly all of your weapons are modified to do 33% less damage ... Unless you skill into a special suit. To level 5. For each of your weapons. If you're not in that drop suit your efficiency at killing is now down. Your grenades? 33% less efficient because you chose the wrong suit ... So it didn't kill the standard fit assault redberry. You're now dead. As a logibro it is my job to do the 4R's for my team. Rep/Rez/resupply/Rally and occasionally Scan if needed. To do each of the required roles as a logibro efficiently I need to skill into one each of four different suits to proto level. And as the flow of battle unfolds I need to swap those suits out to best take care of my team. You just need one weapon to shoot someone. I need FOUR (4) and sometimes 5 pieces of equipment to support the team. Minmatar having a hacking bonus is flavor. Gallente getting a bonus to equipment fitting is flavor. Amarr having a sidearm is flavor. This isn't flavor. It is a required sp grind to maintain current efficiency in one of the 5 baseline functions as a logibro. Logi suits aren't just flavor on their differences. It's now a performance edge. And to keep that performance in my chosen role I now need to skill into 4 different suits to proto level. It is a chunk of skill points for one suit. Much less four.
Bad example. I'm sure those swarm users and av grenade users feel even worse then you will currently. The only equipment changes I fully support are the scanner and uplink spawn time ones. Those both needed changes.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Summ Dude
Direct Action Resources
259
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Posted - 2014.02.25 16:35:00 -
[542] - Quote
Thrydwulf Khodan wrote:I did pick the role I want to be the best at.I'm a Logibro.
Let's use logic here. What if I told you that you're "not meant to be as efficient as you are" Let's say you skilled into a couple weapons to level 5. And you chose a suit and skilled into that. And suddenly all of your weapons are modified to do 33% less damage ... Unless you skill into a special suit. To level 5. For each of your weapons. If you're not in that drop suit your efficiency at killing is now down. Pretty sure this is actually exactly what they're doing with the assault rifles in 1.8. Again, every player in Dust is supposed to depend on a squad. And for the record, I'm a dedicated heavy, so I'm already only good at one thing; killing enemies up close. Heavies have kinda always been pretty squad-dependent, now they're just making it so everyone else is too.
Thrydwulf Khodan wrote:Your grenades? 33% less efficient because you chose the wrong suit ... So it didn't kill the standard fit assault redberry. You're now dead. This makes absolutely no sense. All players will be affected by the changes. So that standard fit assault redberry would be subject to any changes I would be.
Thrydwulf Khodan wrote:As a logibro it is my job to do the 4R's for my team. Rep/Rez/resupply/Rally and occasionally Scan if needed.
To do each of the required roles as a logibro efficiently I need to skill into one each of four different suits to proto level. And as the flow of battle unfolds I need to swap those suits out to best take care of my team.
You just need one weapon to shoot someone. I need FOUR (4) and sometimes 5 pieces of equipment to support the team.
Minmatar having a hacking bonus is flavor. Gallente getting a bonus to equipment fitting is flavor. Amarr having a sidearm is flavor. This isn't flavor. It is a required sp grind to maintain current efficiency in one of the 5 baseline functions as a logibro. Logi suits aren't just flavor on their differences. It's now a performance edge. And to keep that performance in my chosen role I now need to skill into 4 different suits to proto level. It is a chunk of skill points for one suit. Much less four. Again there's that same problem, you're comparing the new changes to Logis' current state. Yes, your Logi suit will no longer be equally good with all pieces of equipment. Because all of the suits are being changed to be less versatile and more specialized. Because that was, I believe, the general design goal with Dust all along.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Thrydwulf Khodan
DUST University
67
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Posted - 2014.02.25 17:15:00 -
[543] - Quote
Ares 514 wrote:Bad example. I'm sure those swarm users and av grenade users feel even worse then you will currently. The only equipment changes I fully support are the scanner and uplink spawn time ones. Those both needed changes.
Alternatives exist for anti A/V weapons. Vehicles were buffed substantially.
Did Swarm and A/V grenades loose 33% effectiveness and require specing into a new drop suit to get it back?
Each of the racial logistics suits require 2.76 mil SP to get to proto. For the logibro that support you you are asking them to put 11.04mil SP into suits to provide the same level of support from equipment that you get now? And that is before the other needed items like armor skills. Each of the tool skills require nearly 933k sp alone. 4.6mil sp to get to proto for all of them. And that they will be using the suits situationally.
The additional 8mil sp requirement just for suits ... that seems like a pretty brutal grind to me.
I could see an advanced branch of the operation skill being needed to return functionality...(ie repair tool Ops -> advanced repair tool ops (requires 5 in repair tool) but requiring new suits is pretty cringe inducing. |
Sarus Rambo
Direct Action Resources
26
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Posted - 2014.02.25 22:37:00 -
[544] - Quote
Quote:As a logibro it is my job to do the 4R's for my team. Rep/Rez/resupply/Rally and occasionally Scan if needed.
Summ Dude wrote: Yes, your Logi suit will no longer be equally good with all pieces of equipment. Because all of the suits are being changed to be less versatile and more specialized. Because that was, I believe, the general design goal with Dust all along.
Summ Dude knows. This is the CCP design philosophy whether you like it or not. Same with EvE, same with Dust. Consistency throughout the EvE universe is important to them. You specialize because then you fill a specific niche, not every niche at once, that's OP. This is a "Rock, Paper, Scissors" approach to balancing. Everything has a strength and a weakness, and its good to see that happening with 1.8. This kind of design mosty gets rid of OP items, since there should always be a hard counter to any niche. Not always in practice but its much easier to get right with this strategy.
I just cant wait for tier-a-cide so that player skill becomes a larger factor over bigger wallets. |
Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
24
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Posted - 2014.02.26 01:24:00 -
[545] - 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.
This could have major drawbacks in FW if the weapons associated with suits aren't balanced well. I like the overall idea a lot, but you'll have racial FOTM which really hurts FW because of the weapons.
EX: the laser rifle in its current form is...well, you know. So why should I fight for Amarr since I don't want any of their other stuff? This rebalance and change of stats exacerbates that more. Just food for thought, I know you guys are trying to get everything balanced but keep in mind what happens when you racially align equipment and the effect it has on the faction as a whole.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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Cyrus Grevare
WarRavens League of Infamy
41
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Posted - 2014.02.26 23:16:00 -
[546] - Quote
If anyone's willing to experiment a little I uploaded the proposed and tentative changes to skills and dropsuits as mentioned on page one of this thread to my site. I also included the new weapons with the information offered, I can guess there's stats still missing.
Be aware that all here mentioned could change.
www.protofits.com
Regards
www.protofits.com - a fitting tool project
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Vanell Sin
Dust2Dust. Top Men.
65
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Posted - 2014.02.27 12:14:00 -
[547] - 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.
When it says - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level in which weapons they are referring to? Cause i think rail rifles and shotguns are hybrid weapons too...So that means that they gain from the gallente suit?
Im playing since Uprising 1.0 and still have 8m SP.Im I doing something wrong?
We are immortal
Deal with it
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Ghermard-ol Dizeriois
Maphia Clan Corporation
177
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Posted - 2014.02.27 12:37:00 -
[548] - Quote
Vanell Sin wrote:CCP Saberwing wrote:hoo! (pt 2 of 2)
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. When it says - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level in which weapons they are referring to? Cause i think rail rifles and shotguns are hybrid weapons too...So that means that they gain from the gallente suit?
Nope, Rail Rifle is hybrid-electromagnetic, a.k.a. "railgun".
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
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Beren Hurin
Onslaught Inc RISE of LEGION
2103
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Posted - 2014.02.27 12:40:00 -
[549] - Quote
One thing the equipment specialization might do for gameplay in 1.8 and forward is signal some basic squad strategies and intentions... If the oncoming squad looks like they have amarr logis, expect them to run uplink spam. If they are caldari, expect grenade spam from super hives. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
396
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Posted - 2014.02.28 08:18:00 -
[550] - 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.
Anyone want to place bets that these two suits will be unicorns after 1.8?
32db Mad Bomber.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
582
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Posted - 2014.02.28 15:39:00 -
[551] - Quote
Asha Starwind wrote: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.
Anyone want to place bets that these two suits will be unicorns after 1.8?
Nope. I was a dedicated cal assault (although I'm gal scout mostly these days) but with that BS bonus I want a respec out of the suit now.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Myron Kundera
The Generals General Tso's Alliance
41
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Posted - 2014.02.28 17:05:00 -
[552] - Quote
*Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level*
Im convinced that changing it to giving a 5% increase to optimal range on hybrid - blaster light/sidearm per level would help all weapons. The effective range stays the same, it-¦s just an increase on optimal (but i would not mind an increase to the effective range also).
Now, before people start QQ, assault suits are supposed to be the mobile slayers in the game, so, this change would make the Gallente weapons more viable for use with the Gallente Assault, considering they suck at long range and CQC is the home of the Heavy, so we need that extra edge to at least compete with the Heavy in CQC; if you think about it, thats why RR takes them down easily, cause it has range and high DPS, therefore, if you run a Gallente Assault, it would make sense that we can compete versus a Heavy in CQC by getting more range in our weaponry.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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Beren Hurin
Onslaught Inc RISE of LEGION
2117
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Posted - 2014.02.28 18:47:00 -
[553] - Quote
Asha Starwind wrote: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.
Anyone want to place bets that these two suits will be unicorns after 1.8?
No. They are great buffs to the SG spread's dispersion. Smaller SG radius translates into a bit longer projection. Also, when/if there is a blaster smg, it'l be pretty badass. And my bet is that with the kick reduction the bolt pistol will be pretty awesome. |
Summ Dude
Direct Action Resources
261
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Posted - 2014.02.28 18:57:00 -
[554] - Quote
Myron Kundera wrote:*Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level*
Im convinced that changing it to giving a 5% increase to optimal range on hybrid - blaster light/sidearm per level would help all weapons. The effective range stays the same, it-¦s just an increase on optimal (but i would not mind an increase to the effective range also).
Now, before people start QQ, assault suits are supposed to be the mobile slayers in the game, so, this change would make the Gallente weapons more viable for use with the Gallente Assault, considering they suck at long range and CQC is the home of the Heavy, so we need that extra edge to at least compete with the Heavy in CQC; if you think about it, thats why RR takes them down easily, cause it has range and high DPS, therefore, if you run a Gallente Assault, it would make sense that we can compete versus a Heavy in CQC by getting more range in our weaponry. My problem with that bonus is it feels very non-Gallente; really it would be much more fitting for the Caldari Assault. I'm still largely in favor of an increase to RoF for plasma weaponry for the Gallente Assault. Seems more in line with Gallente philosophy to me, and it would actually benefit all Gallente weapons except the PLC.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
261
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Posted - 2014.02.28 19:03:00 -
[555] - Quote
Beren Hurin wrote:Asha Starwind wrote: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.
Anyone want to place bets that these two suits will be unicorns after 1.8? No. They are great buffs to the SG spread's dispersion. Smaller SG radius translates into a bit longer projection. Also, when/if there is a blaster smg, it'l be pretty badass. And my bet is that with the kick reduction the bolt pistol will be pretty awesome. Bolt Pistol is Caldari. Do you mean Ion?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Beren Hurin
Onslaught Inc RISE of LEGION
2117
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Posted - 2014.02.28 19:19:00 -
[556] - Quote
Summ Dude wrote:Beren Hurin wrote:Asha Starwind wrote: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.
Anyone want to place bets that these two suits will be unicorns after 1.8? No. They are great buffs to the SG spread's dispersion. Smaller SG radius translates into a bit longer projection. Also, when/if there is a blaster smg, it'l be pretty badass. And my bet is that with the kick reduction the bolt pistol will be pretty awesome. Bolt Pistol is Caldari. Do you mean Ion?
Sure. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
402
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Posted - 2014.02.28 23:35:00 -
[557] - Quote
Beren Hurin wrote:Asha Starwind wrote: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.
Anyone want to place bets that these two suits will be unicorns after 1.8? No. They are great buffs to the SG spread's dispersion. Smaller SG radius translates into a bit longer projection. Also, when/if there is a blaster smg, it'l be pretty badass. And my bet is that with the kick reduction the bolt pistol will be pretty awesome.
An SG Gal Med is a rarity in itself, I see about one of those every other week and it's probably the same guy. Blaster SMG, I could possibly see it there with a big 'if' attached because it could play out like the AR with op/sharpshooter skilled up makes the suit skill redundant. The blaster smg isn't 1.8 but SoonTM. Another point that isn't definite, since we don't exactly Ion pistol will perform.
32db Mad Bomber.
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Ryme Intrinseca
Fatal Absolution
813
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Posted - 2014.03.01 13:16:00 -
[558] - Quote
Can we please get the medium suit base stats? |
Meeko Fent
Kirkinen Risk Control Caldari State
1832
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Posted - 2014.03.01 17:06:00 -
[559] - 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. Hmm...
Wouldn't Reducing charge up time make more sense for a race that has almost every weapon need to charge?
Looking for a Interesting Character Name?
Why Not Zoidberg?
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Gh0zT M0D3
PIanet Express Canis Eliminatus Operatives
0
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Posted - 2014.03.02 05:12:00 -
[560] - Quote
Minmatar Commando and Minmatar Sentinel :D finally my dreams came true;3 |
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Noremac Nagaho
Red Hand Syndicate
18
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Posted - 2014.03.02 11:15:00 -
[561] - Quote
Caldari commando will be a beast sentinel. +10% inherently to rail weapons, +15% from proficiency, then +10%,+8.5%,+5% from damage mods. Imagine with a Thales/Charge, max shield/armor upgrades, and a compact hive. |
bamboo x
Eternal Beings Proficiency V.
118
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Posted - 2014.03.04 10:09:00 -
[562] - Quote
Medium suits are getting nerfed. I can't see them competing with heavies and scouts anymore. Logi suits will be pivotal as always but Assault... I think they're going to suck.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Driftward
Subdreddit Test Alliance Please Ignore
779
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Posted - 2014.03.04 19:06:00 -
[563] - Quote
Apologies for the wall of text incoming. I made a separate thread to discuss this idea as well in the feedback board.
I've been kicking around some numbers and I've found that passive scanning is profoundly skewed towards the scannee (the person being scanned). Despite having full levels in precision enhancement an unmodded scout will never see any other scout by passives (unless caldari and even then not always).
While that on the surface seems fine, it doesn't actually make for good meta game in terms of fitting and module use. It relegates one module use to mostly obscurity and means that profile dampeners are of limited use as well (to most scouts with levels in racial scouts and all scouts in 1.8).
In order to truly see the diversity in game play and increase the importance of using various eWAR modules (ie range extenders/precision mods/dampeners) I think that the base precision stats need to be tweaked for scouts. This would provide a counter for the current passive scan invisibility and increase diversity in fitting and game play.
This would also be a good thing for those of you medium/heavy frames that fear the coming of the cloaked scout. It would mean that to be truly stealthy scouts might sacrifice more of their slots to doing that task instead of tank or damage mods to kill you from behind.
Without further ado, MATH. This assumes full skills for scouts and passive electronic skills.
Current (with 1.8 stats)
____Gal Scout____I____Cal Scout_____I____Generic Scout precision___ 0 damp = 23.6 dB__I__0 prec = 30.4 dB__I__0 prec/damp = 40.5 / 31.5 dB 1 damp = 17.7 dB__I__1 prec = 24.3 dB__I__1 prec/damp = 32.4 / 23.6 dB 2 damp = 13.3 dB__I__2 prec = 20.1 dB__I__2 prec/damp = 26.8 / 17.7 dB
Proposed (equivalent base profile stats for precision and dampening ie 35 dB base)
____Gal Scout____I____Cal Scout_____I____Generic Scout precision___ 0 damp = 23.6 dB__I__0 prec = 23.6 dB__I__0 prec/damp = 31.5 / 31.5 dB 1 damp = 17.7 dB__I__1 prec = 18.9 dB__I__1 prec/damp = 25.2 / 23.6 dB 2 damp = 13.3 dB__I__2 prec = 15.6 dB__I__2 prec/damp = 20.8 / 17.7 dB
Also, note that the cloaking bonus to scan profile currently favors the scannee tremendously. It acts essentially as an additional complex dampener on top of whatever a scout would stack in their modules.
I want to especially point out the asymmetry in the generic scout profile vs. precision comparison. At almost no point is it worthwhile with the current stats to run precision enhancers for non-caldari scouts (except for the fringe case of medium suits running dampeners which is still quite uncommon).
I also want to point out the extent of the bonus for caldari scouts. They can, with current stats, detect generic scouts running undampened. However, with the addition of 1 basic dampener, generic scouts are undetectable without modules on the caldari scout. And with the use of 1 complex precision enhancer all the other scout just need 1 complex dampener to beat them. For a specialized suit this seems extraordinarily backwards.
It should take fewer modules to be effective within your specialty than it should take to counter that specialty suit.
Also, without making scan precision and dampening somewhat equivalent there will be no counter to gal scouts in terms of passive scanning (or active for that matter without incredibly expensive and limiting fitting choices to detect them while they use only 1 module)
I really like the way the rest of the scout stats are stacking up. I also think that scan profile and dampening is in a good spot numbers wise. I just believe that the precision numbers need to be tweaked as well to bring them in line with 1.8 for all the reasons I discussed above.
TL;DR scan precision has been ignored in the stats revamp for 1.8. Numbers need to be tweaked down to match the changes made to suit profiles. |
Anoko Destrolock
Dem Durrty Boyz Renegade Alliance
40
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Posted - 2014.03.04 20:06:00 -
[564] - Quote
My feedback: Assault bonuses suck. |
Dunce Masterson
Savage Bullet
28
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Posted - 2014.03.05 01:21:00 -
[565] - Quote
you guys still cant get the factions right the amarr are the armor resistance tanks not the gallente the gallente are the regen tanks. |
Meeko Fent
Kirkinen Risk Control Caldari State
1909
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Posted - 2014.03.05 04:21:00 -
[566] - Quote
Dunce Masterson wrote:you guys still cant get the factions right the amarr are the armor resistance tanks not the gallente the gallente are the regen tanks. So what?
Regen Tanking doesn't work for a slow suit.
Caldari Can use it because they aren't slowed by unnecessary plates, but in order for the Gallente to be survivable, they must take advantage of the lows they have been blessed with and Buffer the **** out.
Plus Spaceships =/= Infantry Suits
Because you Wanted to be Something your Not.
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Ferocitan
WASTELAND JUNK REMOVAL Top Men.
98
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Posted - 2014.03.05 11:40:00 -
[567] - Quote
Shield resistances. Factions nemesis damage type gets bigger bonus, get resist vs Factions neutral friend get the lower resist.. WTF.
MAkes sense if you whink fation storyline Caldari +3 resist gallente wep / +2 resist minmatar wep. Amarr +3 resist Minmatar wep / +2 resist gallente wep. and so on.
Or is they given the current bonuses to have some resist bonuses to 1 Armor spec weapon and 1 shield spec weapon?
I dont get the logic for heavy suit bonuses.. :/ |
Rabbit C515
Die Valkyrja Renegade Alliance
10
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Posted - 2014.03.05 14:03:00 -
[568] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
[img]http://cdn1.eveonline.com/community/DUST/Medium_Frames.png[/img]
what about the basic suit? follow the assault suit , but just no bonus apply ? |
PIneaPplez13
Flaming Pineapples Brigade
0
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Posted - 2014.03.05 14:53:00 -
[569] - Quote
Yeah, first forum post, woo!
So anyway, if these skills are set in stone, I'm gonna be hoping for a weapon and dropsuit respec, because up until now I've been using Caldari assault suits(Caldari Medium dropsuits lvl 5, Caldari assault dropsuits lvl 5) and an assault rifle, proficiency lvl 5 and sharpshooter lvl 4. So I'll probably switch over to rail rifles and a bolt pistol so I can get the full benefits of my dropsuit skills.
Basically these skills look pretty good, I really like the idea of making a specific logi dropsuit race specialized for a specific piece of equipment. The assault skills look okay, but I feel a little cheated that the Minnie suits get two bonuses(+1 clip size for explosives, and %5 t light and sidearm weapons) I suppose that one could be counted as one bonus but even so it looks like the Gallente suits get two for sure, a positive effect on both dispersion and kick. I feel to even out the skills each race should get two bonuses, like the logi skills, or one bonus. I mostly play as assault, sometimes an ADS and am hoping to go into scouts so that's my take as the player I am. Hope for an infantry respec, and either give 2 or 1 bonus to the assault skills. Like for Caldari %5 reload and like %2 reduction to charge up time or something like that.
My Gallente parents were unjustly killed by the Republic in a conspiracy, making me a clone soldier and seeking revenge.
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Ripley Riley
811
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Posted - 2014.03.05 14:55:00 -
[570] - Quote
CCP Saberwing wrote: - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level.
What is this ****?...
I'm going to lose my shield extender efficacy bonus for THIS?!
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
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