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) |
|
CCP Frame
C C P C C P Alliance
1982
|
Posted - 2014.01.17 05:54:00 -
[1] - Quote
With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release!
Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress!
We're really excited to share these stats with you, and look forward to your constructive feedback! :)
CCP Frame
|
|
|
CCP Saberwing
C C P C C P Alliance
1070
|
Posted - 2014.01.17 07:32:00 -
[2] - Quote
hoo! (pt 2 of 2)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
|
|
Aeon Amadi
Ancient Exiles. Renegade Alliance
4652
|
Posted - 2014.01.17 07:37:00 -
[3] - Quote
SO EXCITED -Now reads-
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
640k
InterSun Freelance Ishuk-Raata Enforcement Directive
3
|
Posted - 2014.01.17 07:37:00 -
[4] - Quote
Nice to see some new suits. There is a reason spreadsheets are popular for data and images are popular for....images. |
G Torq
ALTA B2O
369
|
Posted - 2014.01.17 07:41:00 -
[5] - Quote
Picture of XLS Sheet wrote:Scout; +15% bonus to PG/CPU cost of cloak field per level The CPU/PG goes up per level?
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5222
|
Posted - 2014.01.17 07:49:00 -
[6] - Quote
Still a lot of information to go over but I love how you gave the commandos some slot love! Though I still have some feedback here regarding the new Commando bonuses.
ARC Commander
CPM Info and Q&A - Status: Open
|
Cargo Containerr
Seykal Expeditionary Group Minmatar Republic
1
|
Posted - 2014.01.17 07:54:00 -
[7] - Quote
Caldari sentinel's shield depleted recharge delay?
1sec?really? |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5222
|
Posted - 2014.01.17 07:56:00 -
[8] - Quote
Regarding the Sentinels, it loos like all of them are mostly somewhat dual tankers. In my honest opinion it would be better and more distinctive if the sentinels had less of their weak tanking type and more of their strong tanking type.
ARC Commander
CPM Info and Q&A - Status: Open
|
Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
239
|
Posted - 2014.01.17 08:06:00 -
[9] - Quote
Why does the Winmatar sentinel have more armor than shield? Shouldn't it be the other way around?
Why are heavies still getting the short end of the stick on slot counts?
For the sacrifice in ehp the Minmatar sentinel is giving up vs other suits, shouldn't it be a whole lot faster than the other suits? 385 vs 405 does not seem significant. |
|
CCP Frame
C C P C C P Alliance
1988
|
Posted - 2014.01.17 08:08:00 -
[10] - Quote
And due to the popular demand, here is the excel sheet version of all the data!
CCP Frame
|
|
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5222
|
Posted - 2014.01.17 08:10:00 -
[11] - Quote
So why does the Gallente Commando get natural ammo resupply but the others do not?
ARC Commander
CPM Info and Q&A - Status: Open
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3160
|
Posted - 2014.01.17 08:11:00 -
[12] - Quote
It seems like your Sentinel resists might make more sense if adjusted somewhat.
Check it: Caldari: Shield resists against the two weapons that have shield bonuses (they're the shield tankers, makes sense) Gallente: Armor bonuses against the two weapons that have armor bonuses (they're armor tankers, makes sense)
In both cases, the resist for their racial enemy is higher than the resist for their ally, which also makes sense.
On the other hand: Minmatar: Shield resist against laser weapons, armor resist against blaster
You're dual-tanked the minmatar with a shield bonus against their racial enemy (makes sense) and an armor bonus against their ALLY that uses a weapon with NO armor bonus (makes no sense). It would make more sense for their shield bonus to be against their racial enemy (as-is), and the armor bonus to be against the other enemy (who's weapon is armor bonused).
Amarr: Armor resist against projectile weapons, and shield resist against rails weapons.
Same issue. You've dual-tanked the Amarr (fine) with armor resist against their racial enemy (makes sense), but Shield resist against their racial ALLY who uses an armor-bonused weapon.
Seems like a mistake, both are getting bonus against an ally's weapon on a resist that weapon has no advantage for. That's my first-glance reaction.
Join my cult.
|
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2912
|
Posted - 2014.01.17 08:21:00 -
[13] - Quote
Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not?
Where do you see this?
Youtuber. Your friendly neighborhood whiskey-fueled merc.
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5223
|
Posted - 2014.01.17 08:23:00 -
[14] - Quote
Cyrius Li-Moody wrote:Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not? Where do you see this? My bad, it says armor, not ammo. It's late and I'm excited with new stats!
ARC Commander
CPM Info and Q&A - Status: Open
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3160
|
Posted - 2014.01.17 08:24:00 -
[15] - Quote
Cyrius Li-Moody wrote:Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not? Where do you see this?
He was probably reading "Heal Armor" as "Heal Ammo".
All the Gallente suits have innate armor reps though, which is pretty interesting. It seems like that'll make its way to the assault and logi suits too.
Join my cult.
|
Eric Del Carlo
0uter.Heaven Ishuk-Raata Enforcement Directive
21
|
Posted - 2014.01.17 08:26:00 -
[16] - Quote
I'm definitely glad that scouts are getting significant improvements after all this time , and I really do hope that this next update will end the scout's dilemma once and for all
A bitter scout.
|
Chunky Munkey
Amarr Templars Amarr Empire
2847
|
Posted - 2014.01.17 08:27:00 -
[17] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
Minmatar scout with a hacking bonus. I F-king love it. It's how it always should have been. However if this isn't accompanied by a dropsuit respec, I anticipate a shitstorm. Mainpy because I'll be the one stirring it.
No.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8117
|
Posted - 2014.01.17 08:28:00 -
[18] - Quote
Awww yeah, Minmatar hack scout!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3160
|
Posted - 2014.01.17 08:28:00 -
[19] - Quote
Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric?
Join my cult.
|
Eric Del Carlo
0uter.Heaven Ishuk-Raata Enforcement Directive
21
|
Posted - 2014.01.17 08:30:00 -
[20] - Quote
Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s?
A bitter scout.
|
|
Scar Scrilla
Cobra Kommando
30
|
Posted - 2014.01.17 08:33:00 -
[21] - Quote
Commando skills is ****. Thanks for nerfing an underpowered suit even more...
"Si tacuisses, philosophus mansisses"
Scar Scrilla-Dedicated Commando User
CEO & Cobra Kommander
|
Spectral Clone
Dust2Dust. Top Men.
1046
|
Posted - 2014.01.17 08:37:00 -
[22] - Quote
I still think the commando should get a grenade slot. It doesnt make sense that commando get less total slots than a sentinel of the same race. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1217
|
Posted - 2014.01.17 08:38:00 -
[23] - Quote
Zeylon Rho wrote:It seems like your Sentinel resists might make more sense if adjusted somewhat.
Check it: Caldari: Shield resists against the two weapons that have shield bonuses (they're the shield tankers, makes sense) Gallente: Armor bonuses against the two weapons that have armor bonuses (they're armor tankers, makes sense)
In both cases, the resist for their racial enemy is higher than the resist for their ally, which also makes sense.
On the other hand: Minmatar: Shield resist against laser weapons, armor resist against blaster
You're dual-tanked the minmatar with a shield bonus against their racial enemy (makes sense) and an armor bonus against their ALLY that uses a weapon with NO armor bonus (makes no sense). It would make more sense for their shield bonus to be against their racial enemy (as-is), and the armor bonus to be against the other enemy (who's weapon is armor bonused).
Amarr: Armor resist against projectile weapons, and shield resist against rails weapons.
Same issue. You've dual-tanked the Amarr (fine) with armor resist against their racial enemy (makes sense), but Shield resist against their racial ALLY who uses an armor-bonused weapon.
Seems like a mistake, both are getting bonus against an ally's weapon on a resist that weapon has no advantage for. That's my first-glance reaction.
I think they wanted to give the dual tanker one resistance of each without using their own races damage type, but yeah I think they should be switched.
Where is my Gallente sidearm?
SoonGäó514
|
|
CCP Remnant
C C P C C P Alliance
746
|
Posted - 2014.01.17 08:38:00 -
[24] - Quote
Eric Del Carlo wrote:Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s?
Yeah, sorry about that. Those are native Unreal units. Easy enough to understand though: 500, for example, is 5m/s. |
|
NK Scout
Storm Wind Strikeforce Caldari State
0
|
Posted - 2014.01.17 08:41:00 -
[25] - Quote
Umm, the caldari need alot more shields than that, and the scouts need more hp too.....please tweak caldari sentinal shields to 550 or 600 |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1217
|
Posted - 2014.01.17 08:41:00 -
[26] - Quote
Scar Scrilla wrote:Commando skills is ****. Thanks for nerfing an underpowered suit even more... Really? AR/PLC combo on the Gallente? CR/Swarms on the Minmatar?
These are great, they are a niche light weapon oriented role, they trade defense for firepower.
Where is my Gallente sidearm?
SoonGäó514
|
Eric Del Carlo
0uter.Heaven Ishuk-Raata Enforcement Directive
21
|
Posted - 2014.01.17 08:41:00 -
[27] - Quote
CCP Remnant wrote:Eric Del Carlo wrote:Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s? Yeah, sorry about that. Those are native Unreal units. Easy enough to understand though: 500, for example, is 5m/s. Thanks for clarifying
A bitter scout.
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1217
|
Posted - 2014.01.17 08:43:00 -
[28] - Quote
I like what I see, but what about Logis and Assaults? They need love too.
Where is my Gallente sidearm?
SoonGäó514
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8117
|
Posted - 2014.01.17 08:45:00 -
[29] - Quote
I haven't been able to give it an in-depth analysis yet, but so far I am really pleased with what I'm seeing, especially with the scouts. Commandos are buffed, and have sweet bonuse. I'm still worried about the direction you guys were taking the assaults from what I last saw from the SiSi bonuses, and I want to invite CCP Remnant t a discussion on the subject here.
KAGEHOSHI Horned Wolf wrote:1.8 (subject to change) bonuses for those who have not seenThis is what I think assault bnuses should be like:Role bonus: 5% reduction of PG/CPU for handheld weapons per level. You said you liked this idea, and I think its a good one. PG/CPU reductions help you fit better weapons, or helps you save PG/CPU to fit other good stuff. The rate of fire as a role bonus you guys are considering definitely needs to go. I would love a bonus that directly improves weapon performance to enforce the role of assaults as offense, but this idea would basically screw over weapons like the scrambler rifle whose fire rate would remain unaffected (semi-auto is based on your own trigger speed), and would disincintevize their use since the bonus would be wasted on them; assault bonuses should never disincentivize the use of one of the 4 main "assault rifles" (scrambler rifle). I have suggested a role bonus to damage, and then nerfing the 4 racial rifles, this way a maxed out assault suit would keep the current strength of the rifles, but as you explained, there would be unintended consequences. I still think those consequences could be dealt with though some balancing though. That damage mod bonus you guys are considering for the Minmatar assault would make a nice role bonus. Anyway, I support the PG/CPU reduction thing if you decide to go with that. For racial bonuses, I strongly disagree with bonuses to HP and repair because I feel that it does not enforce the assault's role as being about offense (HP stuff belongs on sentinels in my opinion). It could be argued that the PG/CPU and assault would save with a weapon fitting role bonus would be enough to make the assault a superior offensive force by letting them fit better stuff, but that also applies to logis and their equipment PG/CPU bonus; assaults still would not be special. While I do want assaults to have the fitting bonus, but the racial bonuses need to be about enhancing weapons to keep the assault better at assaulting than a logi or some other specialization. Just like logis will be the best with their respective equipment (like Cadari logi being best with nanohive), assaults should be the best with their respective race's weapons. Amarr: 5% reduction of laser weaponry heat buildup per level.Helps you keep shooting longer before overheating, basically the equivalent of a bigger magazine in a way. If you think this bonus create balance problems, I would be fine with 4% per level. Caldari: 10% reload speed of hybrid-railgun weapons per level.The Caldari light weapons we have so far (rail rifle, sniper rifle) tend to have small magazine sizes. This bonus would help with that. The exact percent is up to you guys, but I think only 5% per level wouldn't be enough. A reload bonus allows you to spend less time reloading and more time shooting, and thus increase your damage per second. Gallente: 2% increase of rate of fire of hybrid-blaster weapons per level.The AR pales in comparison to the new rifles, this ROF bonus would help fix that. Furthermore it would be good for the shotgun, which has also felt neglected. Minmatar: 5% magazine size increase of projectile and explosive weapons per level.MOAR DAKKA! , keeps you shooting longer. Kind of equivalent to the Amarr bonus. Interesting alternatives could be to have new weapon mods besides damage, like for magazine size, heat (my thread on the module), reload speed, accuracy, and more (Cat Merc's thread) could be added, and assaults could have a role bonus to weapon mods (including damage mods). Whether assaults get bonuses to weapon mods, I still want more weapon mods, just damage is boring. Anyway, back on topic. If you don't think assaults should be about increasing offensive capabilities, and you go with these defense bonuses, PLEASE change the Amarr one to something else. As many have stated before, the repair bonus fits better on a Gallente assault, and the plate bonus fits better on an Amarr assault. More importantly, the bonus sucks; while other suits would be getting huge chunks of HP from their HP modules, a repair module bonus would only give tiny bits more of repair rate, and severely pale in comparison. Whichever suit gets an armor repairer bonus needs to have it with at least 10% efficacy per level, not 5%, or better yet make the skill give and increase base repair rates like the current 1.7 logis have right now. EDIT: I do feel the scrambler rifle overheats a bit too fast without the assault bonus (just my personal opinion), but others have claimed that it becomes OP with a 25% heat reduction bonus. If you remove the Amarr assault heat bonus, I would suggest making the scrambler rifle's operation bonus 3% heat reduction per level so they will be at a good middle ground between 0% and full 25% heat bonus, or just edit t...
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
mollerz
Minja Scouts
1929
|
Posted - 2014.01.17 08:46:00 -
[30] - Quote
I'm happy. You guys nailed it.
You gotta hustle if you wanna make a dolla
|
|
Iron Wolf Saber
Den of Swords
12181
|
Posted - 2014.01.17 08:46:00 -
[31] - Quote
Typo on the Caldari Sentinel Recharge?
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
|
Boot Booter
Omega Elite Mercs INC.
233
|
Posted - 2014.01.17 08:46:00 -
[32] - Quote
Cargo Containerr wrote:Caldari sentinel's shield depleted recharge delay?
1sec?really?
Saw that too. Must be a mistake. Confirm? |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1217
|
Posted - 2014.01.17 08:46:00 -
[33] - Quote
Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not?
EDIT: That says armor, not ammo. My bad.
The Gal scout has +3 naturally on all suits.
Where is my Gallente sidearm?
SoonGäó514
|
Eric Del Carlo
0uter.Heaven Ishuk-Raata Enforcement Directive
21
|
Posted - 2014.01.17 08:47:00 -
[34] - Quote
Are there going to be stats on the sprinting speed for these suits soon? All I see right now are just the walking speeds since CCP Remnant stated that 500 is equivalent to 5m/s.
P.S wondering if scouts got any kind of speed buff
A bitter scout.
|
NK Scout
Storm Wind Strikeforce Caldari State
0
|
Posted - 2014.01.17 08:47:00 -
[35] - Quote
Iron Wolf Saber wrote:Typo on the Caldari Sentinel Recharge? Please be 1 second recharge delay |
Chunky Munkey
Amarr Templars Amarr Empire
2847
|
Posted - 2014.01.17 08:47:00 -
[36] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
A scout with 4highs!?!?
Balance fail.
No.
|
Boot Booter
Omega Elite Mercs INC.
233
|
Posted - 2014.01.17 08:48:00 -
[37] - Quote
Hate to rain on the parade but are the assault and logistics bonuses being looked at and adjusted for 1.8 as well? |
Boot Booter
Omega Elite Mercs INC.
233
|
Posted - 2014.01.17 08:49:00 -
[38] - Quote
Chunky Munkey wrote:CCP Saberwing wrote:hoo! (pt 2 of 2) A scout with 4highs!?!? Balance fail.
Why? |
Silas Swakhammer
GamersForChrist Orion Empire
327
|
Posted - 2014.01.17 08:53:00 -
[39] - Quote
Heh, Min scouts have higher ground speed, but Amarr have the higher stamina. I like it.
Pineapples on pizza.
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5225
|
Posted - 2014.01.17 08:54:00 -
[40] - Quote
Can we also get some stats on the cloaking device, please? Really all I need is the PG and CPU values of them. I'm trying to put my feedback together for the Scout bonuses and general PG and CPU values of the suits at each tier.
ARC Commander
CPM Info and Q&A - Status: Open
|
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5225
|
Posted - 2014.01.17 08:55:00 -
[41] - Quote
Silas Swakhammer wrote:Heh, Min scouts have higher ground speed, but Amarr have the higher stamina. I like it. The medium suits are the same way right now.
ARC Commander
CPM Info and Q&A - Status: Open
|
Django Quik
Dust2Dust.
2065
|
Posted - 2014.01.17 08:55:00 -
[42] - Quote
Thank you so much CCP for listening to us and CPM for having our backs! This is more than I ever imagined. Great info!
Your weapon range sheet has some problems though - the adv and pro ranges are all pointing at row 6 where it looks like they should be pointing at row 3.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
|
Meee One
Clones Of The Damned Zero-Day
146
|
Posted - 2014.01.17 08:57:00 -
[43] - Quote
I agree with the post about swapping sentinel resistances,and caldari sentinel shield recharge (2-3 seconds at least). But other than those minor tweaks the suits look fantastic. Especially the commando suit(s). They are now affordable and are more enticing. Good job Devs!
Why?
Beads.
|
IAmDuncanIdaho II
R 0 N 1 N
228
|
Posted - 2014.01.17 08:58:00 -
[44] - Quote
This looks interesting...does this sound right? Not that good with the maths side of stuff.
(Assume level 5 racial scout skill)
- Caldari Scout: 25% bonus to scan precision of 45 taking that down to 36, means they can't see any other scout? (all scouts have base suit profile of 35)
- Gallente Scout: cannot be seen by any suit in the game due to profile lowering from 35 down to 28
- I didn't want to see the profile reduction skill removed from all scouts (I play Minmatar) but with the reduction to base profile on the suits, I'm thinking this might be ok?
Obviously there are other skills and modules you can fit to further reduce these numbers, but assuming all skills are equal, I'm curious to know what the intention is behind some of these numbers. Is it all about avoidance of scanners and non-light suits, or is there a scout-on-scout meta-game happening here?
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8117
|
Posted - 2014.01.17 08:58:00 -
[45] - Quote
Aero Yassavi wrote:Can we also get some stats on the cloaking device, please? Really all I need is the PG and CPU values of them. I'm trying to put my feedback together for the Scout bonuses and general PG and CPU values of the suits at each tier. I want as well, though I'm more concerned with the cooldown times.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
jerrmy12 kahoalii
The Phoenix Federation
398
|
Posted - 2014.01.17 08:59:00 -
[46] - Quote
Meee One wrote:I agree with the post about swapping sentinel resistances,and caldari sentinel shield recharge (2-3 seconds at least). But other than those minor tweaks the suits look fantastic. Especially the commando suit(s). They are now affordable and are more enticing. Good job Devs! EDIT:Assault and logi stats please :3 1 sec for recharge and 4 for depleted because no rep tool
Closed beta vet
|
DozersMouse XIII
Ultramarine Corp
91
|
Posted - 2014.01.17 09:00:00 -
[47] - Quote
so exited with what you guys at CCP came up with so far for 1.8
those scout skills and bonuses look awesome
and the dual equipment for scouts is a blessing
and is that passive reps I see on my gk.o scout
imagine the s#!t you can kill from a throne.... fu@#!n Rome.
|
Nirwanda Vaughns
267
|
Posted - 2014.01.17 09:01:00 -
[48] - Quote
seeing as the sentinels get resistance bonus can we please get the 4 resistance types from the ships of eve translated over the the suits as well as the weapon damage profiles? it would add so much more balance to the game and woud mean weapons could be finely tuned.
The shield and armor resistances for those of you who arn't familiar are as follows
Shield 0% em 50% exp 40% kin 20% therm
Armor 60% em 10% exp 25% kin 35% therm
now then lasers do EM and Thermal, with the laser rifle doing 17 damage that would break down roughly to 10 EM and 7 Thermal damage per second instantly you can see the balance between shields (which the lasers are supposed to be great at) and armor (which they are terrible at) the same can be said for mass drivers each round is say 150 so 150 pure EXP damage. again instanlty they're balanced in respec to the damges they're suppsoed to do. the same applies to grenades. with rail rifles they are usually higher Kinetic damage than thermal and blasters (AR's) are higher thermal than kinetic also resistance plates could be introduced so suits can choose either more HP or more resistance to a certain damage types and find a balance. It also means the resistances could be tailered to each suit and their pirmary adversaries Amarr/Minmatar Caldari/Gallente. and the flat sentinel bonus can be changed to something more usefull.
Sentinel bonus 2% per level to suit shield and armor resistances and then tailored to the racial suits
Amarr Sentinel 3% resistance to EXP resistance per level Minmatar 3% resistance to EM per level Caldari 3% resistance Therm per level Gallnete 3% resistance to KIN per level
yes some folk say this will be to complicated blah blah blah, but at first wasn't organizing districts? remember back in early chromo tryin gto get voice comms to work? we figured it out and if its there from the beginning for new players they learn from those of us who know ho wthey workl just as everything else in DUST and EVE is learned.. from the pllayerbase
Proto and proud!!
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8118
|
Posted - 2014.01.17 09:03:00 -
[49] - Quote
Liking the passive reps on the Gallente suits. Going to sleep now, this has made my night. Thank you CCP.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Sirpidey Adtur
Aloren Foundations
104
|
Posted - 2014.01.17 09:04:00 -
[50] - Quote
Let's start by looking at the skill bonuses.
Sentenel: The base splash resistance is nice. But does it apply to all splash, or just explosives? (IE a railgun shot). As-is, most splash damage effects deal 70% damage to shields, 130% to armor. This will help armor tanks way more than shield tanks.
Caldari: 15% resist to blaster, 10% resist to laser. This means damage profiles will be as follows Laser: 108%, Plasma: 93.5%, rail: 90%, Projectile 95%, Explosive: 60% This makes lasers stay king of the hill, good.
Gallente: 15% to rail, 10% to projectile thus: Laser: 80%, Plasma: 90%, rail: 93.5%, Projectile: 99%, explosive: 90% Looks good.
Amarr and Minmitar: Hoo boy. the bonuses can only apply to ONE type of tank, so to get the full effect of the bonus out, you need to dual tank. Whereas the other two suits can dual tank OR single tank with other sorts of mods, and still get the full bonus.
Commando: The base effect is good, and will disproportionally effect swarm launchers and plasma cannons. Caldari: Light railgun weapons... So the Rail rifle (two variations) and the Sniper rifle (two variations). Not a lot of versatility there.
Gallente: It will get bonuses to the assault rifle( FOUR variations) , the shotgun (Two variations) and the plasma cannon, which was already significantly buffed by the other bonus.
Amarr: Bonuses to Laser rifle and Scrambler rifle (two variations)
Minmitar: Bonuses to.... Combat rifle (Two variations). (and eventually, the precision rifle, when that gets released)
Huh, looks like the Minmitar gets bonuses to ONE possible gun, which has two variations, so their bonus shoehorns them very hard. Meanwhile the Gallente have three different base types of weapons, of which there are LOTS of variations, in addition to having the plasma cannon already buffed with the reload change.
Bottom line: Minmitar got a crappy bonus, Gallente has an excellent one.
Scout: As far as the bonus goes, I can't rightly say, as we don't know the cloak's pg/cpu cost. Caldari: Scan radius and precision. Wonderful. Looks worthless, as this data is not shared with teammates. Gallente: Scan radius and profile reduction. The profile reduction MIGHT come in handy. But given the static scan precision of active scanners, there is a target that once you are under, additional reduction doesn't help. Minmitar: Hacking speed is a good bonus. Why does this suit get a bonus to a Caldari weapon? Amarr: The slowest scout gets a stamina boost? I think this would work wonderfully with a laser rifle. Good job. |
|
Sirpidey Adtur
Aloren Foundations
104
|
Posted - 2014.01.17 09:06:00 -
[51] - Quote
Nirwanda Vaughns wrote: Armor 60% em 10% exp 25% kin 35% therm
It's 50% em. Each race has 10% extra armor resists to a specific damage type.
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1218
|
Posted - 2014.01.17 09:09:00 -
[52] - Quote
I'm glad I'm saving my HP, it's all going to go towards those sweet Gallente suits and weapon. I hope there will be changes to the Logi and Assault as well.
Where is my Gallente sidearm?
SoonGäó514
|
|
CCP Frame
C C P C C P Alliance
2004
|
Posted - 2014.01.17 09:09:00 -
[53] - Quote
Django Quik wrote:Thank you so much CCP for listening to us and CPM for having our backs! This is more than I ever imagined. Great info!
Your weapon range sheet has some problems though - the adv and pro ranges are all pointing at row 6 where it looks like they should be pointing at row 3. Issue fixed! Sorry about that. Please redownload the sheet.
CCP Frame
|
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3163
|
Posted - 2014.01.17 09:10:00 -
[54] - Quote
An observation:
The Amarr Commando's stats break a trend from the other suits. It has 650 ehp, which is the same as both the Gallente and Caldari.
So, the Amarr Commando has no hp advantage, the same number of slots, but is the slowest Commando. Is this intended?
Join my cult.
|
Django Quik
Dust2Dust.
2067
|
Posted - 2014.01.17 09:10:00 -
[55] - Quote
NK Scout wrote:scouts need more hp HP is the last thing scouts need - those new stats will do us just fine.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
|
Nirwanda Vaughns
267
|
Posted - 2014.01.17 09:15:00 -
[56] - Quote
Sirpidey Adtur wrote:Nirwanda Vaughns wrote: Armor 60% em 10% exp 25% kin 35% therm
It's 50% em. Each race has 10% extra armor resists to a specific damage type.
ahh cheers, yeah i thought it was but i was using my thrasher to just get the details lol
Proto and proud!!
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1218
|
Posted - 2014.01.17 09:16:00 -
[57] - Quote
Zeylon Rho wrote:An observation:
The Amarr Commando's stats break a trend from the other suits. It has 650 ehp, which is the same as both the Gallente and Caldari.
So, the Amarr Commando has no hp advantage, the same number of slots, but is the slowest Commando. Is this intended?
With the least useful bonus that is kinda a kick in the nuts.
Where is my Gallente sidearm?
SoonGäó514
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1218
|
Posted - 2014.01.17 09:17:00 -
[58] - Quote
Any word on Assault or Logi changes?
Where is my Gallente sidearm?
SoonGäó514
|
NK Scout
Storm Wind Strikeforce Caldari State
1
|
Posted - 2014.01.17 09:19:00 -
[59] - Quote
CCP Frame wrote:Django Quik wrote:Thank you so much CCP for listening to us and CPM for having our backs! This is more than I ever imagined. Great info!
Your weapon range sheet has some problems though - the adv and pro ranges are all pointing at row 6 where it looks like they should be pointing at row 3. Issue fixed! Sorry about that. Please redownload the sheet. What about caldari sentinal? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3163
|
Posted - 2014.01.17 09:22:00 -
[60] - Quote
Django Quik wrote:NK Scout wrote:scouts need more hp HP is the last thing scouts need - those new stats will do us just fine.
I think there's a very good chance the stats/slots on the medium suits are changing too. These suits seem to have a different design philosophy to a certain degree. All of the races have the same number of slots, for example. The balance of hp on the Amarr suits has shifted from dual-tanked armor/shield evenly as well, and all the Gallente suits acquired armor reps.
The Assault suits might look very different (the scouts suits all have 6 slots at PRO now, the same as a current Amarr Assault AND another equip slot).
Join my cult.
|
|
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
163
|
Posted - 2014.01.17 09:27:00 -
[61] - Quote
Im glad the sentinal, scout, and commando are getting some much needed love, but one of those get bonuses I cant get behind. The commando getting extra damage in a game where TTK it sad as is seems like a big mistake to me. I could get behind it if ccp removed proficiency skills from all weapons. If not, can we say FOTM? |
Aeon Amadi
Ancient Exiles. Renegade Alliance
4654
|
Posted - 2014.01.17 09:29:00 -
[62] - Quote
Love the scout changes. Thanks for listening to our feedback on that one.
Only problems I see so far:
- Amarr Commando's shields look a little bit low. They're EHP is on par with the Gallente/Caldari commandos but Amarr, being naturally slower, are supposed to have more EHP. - Amarr Commando's also have more armor than Gallente? Is this intentional? - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Johnny Guilt
Algintal Core
434
|
Posted - 2014.01.17 09:36:00 -
[63] - Quote
seems like the heavies are too dual tanky Whats a gallente heavy going to do with 320(400) shields? but whatever we'll see how it plays out when other heavies get here.
A strange game.
The only winning move is
not to play.
|
ANON Cerberus
Tiny Toons
47
|
Posted - 2014.01.17 09:44:00 -
[64] - Quote
Very interesting. All I can say is I hope there is a one time respec if and when all of this good stuff comes.
BTW on my main I love the hacking bonus so thankyou for moving that over to the Minmatar scout. That's the best news for me personally! :) |
Chunky Munkey
Amarr Templars Amarr Empire
2848
|
Posted - 2014.01.17 10:00:00 -
[65] - Quote
Scar Scrilla wrote:Commando skills is ****. Thanks for nerfing an underpowered suit even more...
How is a built-in damage bonus worse than the bonus to modules for the lowest module suit in the game???
No.
|
ChromeBreaker
SVER True Blood Public Disorder.
1505
|
Posted - 2014.01.17 10:15:00 -
[66] - Quote
Sorry if ive missed something but...
MInmatar sentinal seems a little underwhelming compared to the others..... no noticable speed bonus, less hp, similar fitting.... what does IT have the others dont or can do better?
The answer is "ForgeGun"... doesnt matter what the question is...
|
Hawkings Greenback
Red Star. EoN.
89
|
Posted - 2014.01.17 10:22:00 -
[67] - Quote
Aeon Amadi wrote: - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion.
Could be a typo or a built in bonus to counter flux grenade ? Not had chance to look at shield HP value yet
Logi For Life-Mini Logi suit wearer & proud
Forum Lurker-level unknown
Do clones dream of Dolly the sheep
|
D legendary hero
Ultramarine Corp
1321
|
Posted - 2014.01.17 10:25:00 -
[68] - Quote
quick question. Aren't all minmatar suits supposed to have a 1 hp/second armor repair rate? the sentinel and commando don't have it here.
second question. Will there be a heavy respec. I have been waiting all year for my minmatar suit..... W00T!!!!!!!! *high fives and champagin all around*
Sou o Defendeiro dos derrubadosPronto saberá justiça
I am a Defender of the downtroddenSoon you will discover justice
|
Scar Scrilla
Cobra Kommando
31
|
Posted - 2014.01.17 10:26:00 -
[69] - Quote
Chunky Munkey wrote:Scar Scrilla wrote:Commando skills is ****. Thanks for nerfing an underpowered suit even more... How is a built-in damage bonus worse than the bonus to modules for the lowest module suit in the game???
Maybe i don't use laser based weps? (Amarr Commando) I'd rather like to have built-in armor rep. And btw, the Commando is getting additional slots in 1.8. so the "old" Commando bonus would have been better with the new Commando slot layout.
"Si tacuisses, philosophus mansisses"
Scar Scrilla-Dedicated Commando User
CEO & Cobra Kommander
|
GENERAL FCF
Sentinels of New Eden
20
|
Posted - 2014.01.17 10:38:00 -
[70] - Quote
Please change Gallente base armor to 600 and Amarr base armor to 500 or 550 at least. Gallente Are supposed to naturally have more than usual armor because of their race. Amarr is supposed to be powerful overall so even out their Shield/Armor ratio as before.-(It was perfect)-
Other than that, GALLENTE HEAVY SUIT'S????!!!!!!!!!!!!!!!!! ARE YOU FREAKING KIDDING MEEEEEEE????!!!! -(Clears throat)--(Manly voice)- I mean, cool. It's nice to finally see a change. Good work CCP.... |
|
ChromeBreaker
SVER True Blood Public Disorder.
1505
|
Posted - 2014.01.17 10:43:00 -
[71] - Quote
GENERAL FCF wrote:Please change Gallente base armor to 600 and Amarr base armor to 500 or 550 at least. Gallente Are supposed to naturally have more than usual armor because of their race. Amarr is supposed to be powerful overall so even out their Shield/Armor ratio as before.-(It was perfect)-
Other than that, GALLENTE HEAVY SUIT'S????!!!!!!!!!!!!!!!!! ARE YOU FREAKING KIDDING MEEEEEEE????!!!! -(Clears throat)--(Manly voice)- I mean, cool. It's nice to finally see a change. Good work CCP....
You sir... have no idea
Amarr have the Armour, Gallent have the recharge.... you got them backwards
The answer is "ForgeGun"... doesnt matter what the question is...
|
Kevall Longstride
DUST University Ivy League
832
|
Posted - 2014.01.17 10:45:00 -
[72] - Quote
I'm soooo glad I waited for the Gallante heavy and commando suits.
All in all a very nice set of stats there. Looking forward to seeing them all in action.
Good work guys.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
|
The Eristic
Sad Panda Solutions
125
|
Posted - 2014.01.17 10:57:00 -
[73] - Quote
Aeon Amadi wrote:Only problems I see so far:
- Amarr Commando's shields look a little bit low. They're EHP is on par with the Gallente/Caldari commandos but Amarr, being naturally slower, are supposed to have more EHP. - Amarr Commando's also have more armor than Gallente? Is this intentional? - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion.
Amarr definitely needs maybe 45 more hp somewhere. It appears to be the only Amarr suit that doesn't follow the profile.
If you look at all the new suits, it would appear CCP is finally shifting the outright armor tank to the Amarr while giving Gallente a built in rep, better aligning them with their Eve tanking styles. Praise Bob!
Saber or somebody said they'd look into that in this thread or another.
It all looks pretty exciting to me, though the Mins could perhaps be a touch faster. Cannot wait to see how the Mediums are being reworked. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5248
|
Posted - 2014.01.17 11:11:00 -
[74] - Quote
Aeon Amadi wrote:Love the scout changes. Thanks for listening to our feedback on that one.
Only problems I see so far:
- Amarr Commando's shields look a little bit low. They're EHP is on par with the Gallente/Caldari commandos but Amarr, being naturally slower, are supposed to have more EHP. - Amarr Commando's also have more armor than Gallente? Is this intentional? - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion. As you can tell, they are reworking the themes of the Dust races to be more in line with EVE. Now Amarr suits have the most armor, like in EVE, while Gallente sits get a bonus to armor regen, also like in EVE.
ARC Commander
CPM Info and Q&A - Status: Open
|
Musta Tornius
Black Phoenix Mercenaries Legacy Rising
950
|
Posted - 2014.01.17 11:27:00 -
[75] - Quote
Eric Del Carlo wrote:Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s?
Just divide it by 100 and you get the m/s . That speed is your regular run, you'll have to multiply it with the sprint speed multiplier to get the actual sprint speed. This multiplier is in the SDE.
DUST514 Weapon Range & Information
Team Fairy DUST
|
Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1597
|
Posted - 2014.01.17 11:32:00 -
[76] - Quote
Scalesdini wrote:Why does the Winmatar sentinel have more armor than shield? Shouldn't it be the other way around?
It's the same for the Minmatar Logi already. Didn't understand why either.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
|
I-Shayz-I
I-----I
1981
|
Posted - 2014.01.17 11:45:00 -
[77] - Quote
Musta Tornius wrote: This multiplier is in the SDE.
Actually if you just divide the sprint speed by the movement speed you get 1.4 every time no matter if it is a light, medium, or heavy frame.
So for anyone that wants to know sprint speed, multiply movement by 1.4.
ChromeBreaker wrote:Sorry if ive missed something but...
MInmatar sentinal seems a little underwhelming compared to the others..... no noticable speed bonus, less hp, similar fitting.... what does IT have the others dont or can do better?
For example, Minmatar Sentinel is 5.67 sprint without bonuses. The bonus to sprint speed from biotic upgrades would boost it to 5.95. Minmatar Commando is even better with a sprint speed of 6.25 after the bonus.
To answer your question, the Minmatar Sentinel can dodge bullets 3x better than the Amarr one can. To put things in perspective, the Amarr logi's sprint speed is 6.37, and Amarr Sentinel is 5.37 with the bonus.
Links:
List of Most Important Threads
I make logistics videos!
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3165
|
Posted - 2014.01.17 11:55:00 -
[78] - Quote
Just noticed that all scouts have an innate 5% hacking bonus... except the Minmatar scout who gets a 10% bonus. However, the Minmatar suit-skill-role bonus is also 5% hacking speed per level, right? Is it necessary to double up on the bonuses like that? Twice the innate suit bonus to hacking, and a per-level role-bonus for hacking as well?
Join my cult.
|
ChromeBreaker
SVER True Blood Public Disorder.
1505
|
Posted - 2014.01.17 12:26:00 -
[79] - Quote
I-Shayz-I wrote:ChromeBreaker wrote:Sorry if ive missed something but...
MInmatar sentinal seems a little underwhelming compared to the others..... no noticable speed bonus, less hp, similar fitting.... what does IT have the others dont or can do better? For example, Minmatar Sentinel is 5.67 sprint without bonuses. The bonus to sprint speed from biotic upgrades would boost it to 5.95. Minmatar Commando is even better with a sprint speed of 6.25 after the bonus. To answer your question, the Minmatar Sentinel can dodge bullets 3x better than the Amarr one can. To put things in perspective, the Amarr logi's sprint speed is 6.37, and Amarr Sentinel is 5.37 with the bonus.
... ok... what?
0.5m/s faster than the amarr (0.2ish to cal/gal) does not make a heavy better at dodging... i could track that hitbox with my nose...
dont get me its nice, but not losing 250+hp nice
The answer is "ForgeGun"... doesnt matter what the question is...
|
Reav Hannari
Red Rock Outriders
2603
|
Posted - 2014.01.17 12:29:00 -
[80] - Quote
Zeylon Rho wrote:Just noticed that all scouts have an innate 5% hacking bonus... except the Minmatar scout who gets a 10% bonus. However, the Minmatar suit-skill-role bonus is also 5% hacking speed per level, right? Is it necessary to double up on the bonuses like that? Twice the innate suit bonus to hacking, and a per-level role-bonus for hacking as well?
Be nice to our scout suit. It's the weakest of the bunch. At least let us hack fast so we can run away.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
|
THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
399
|
Posted - 2014.01.17 12:50:00 -
[81] - Quote
Very happy with the new roles and DS set ups. These inherent bonuses that you've thrown in are awesome too like Gallente armor regen; nothing like the smell of New Eden style VERISIMILITUDE in the morning.
I learned that word from the legend: Mr Kjartan Pierre Emilsson .
Electronic Warfare GOD in the making
|
Jack McReady
DUST University Ivy League
1060
|
Posted - 2014.01.17 12:53:00 -
[82] - Quote
why does the gallente suits get the passive armor repair instead of minmatar? is this a copy paste error? it does not make much sense in my eyes.
1. gallente already have great base EHP 2. they have plenty of low slots to get even more EHP and repairs 3. gallente fighting style is in your face brick tanking, not hit and run for repairs.
hit and run for repairs is minmatars domain with their lower EHP and slightly better speed, just like the current assault which already has such a bonus (althoug very low). I would give that bonus to minmatar suits, I dont think the slightly higher speeds compensate for the loss of the EHP (lower base, lower amount of low slots). |
Slash Frenzy
United Pwnage Service RISE of LEGION
18
|
Posted - 2014.01.17 12:58:00 -
[83] - Quote
I waited sooo long for the Amarr Scout dropsuit and now it-¦s finally going to be released. Thanks for that.
The stats for the scout suits look really well, from my perspective.
I can-¦t wait to see this released and how it will effect the overall gameplay. I suppose we are going to see way less Assault suits which is a good thing.
Again, thank you it made my day a little brighter. B-) |
Dirks Macker
Enlightened Infantries Special Planetary Emergency Response Group
119
|
Posted - 2014.01.17 13:08:00 -
[84] - Quote
Scalesdini wrote:Why does the Winmatar sentinel have more armor than shield? Shouldn't it be the other way around?
Why are heavies still getting the short end of the stick on slot counts?
For the sacrifice in ehp the Minmatar sentinel is giving up vs other suits, shouldn't it be a whole lot faster than the other suits? 385 vs 405 does not seem significant.
The speed boost makes it as fast or faster than the Non-Minmatar commando suits.
I'm guessing they wanted to make shield tanking unique to the Caldadi heavy so logis have more armor to heal.
Enlightened Indoctrination Blog
|
Mordecai Sanguine
What The French
286
|
Posted - 2014.01.17 13:19:00 -
[85] - Quote
Sirpidey Adtur wrote:Let's start by looking at the skill bonuses.
Sentenel: The base splash resistance is nice. But does it apply to all splash, or just explosives? (IE a railgun shot). As-is, most splash damage effects deal 70% damage to shields, 130% to armor. This will help armor tanks way more than shield tanks.
Caldari: 15% resist to blaster, 10% resist to laser. This means damage profiles will be as follows Laser: 108%, Plasma: 93.5%, rail: 90%, Projectile 95%, Explosive: 60% This makes lasers stay king of the hill, good.
Gallente: 15% to rail, 10% to projectile thus: Laser: 80%, Plasma: 90%, rail: 93.5%, Projectile: 99%, explosive: 90% Looks good.
Amarr and Minmitar: Hoo boy. the bonuses can only apply to ONE type of tank, so to get the full effect of the bonus out, you need to dual tank. Whereas the other two suits can dual tank OR single tank with other sorts of mods, and still get the full bonus.
Commando: The base effect is good, and will disproportionally effect swarm launchers and plasma cannons. Caldari: Light railgun weapons... So the Rail rifle (two variations) and the Sniper rifle (two variations). Not a lot of versatility there.
Gallente: It will get bonuses to the assault rifle( FOUR variations) , the shotgun (Two variations) and the plasma cannon, which was already significantly buffed by the other bonus.
Amarr: Bonuses to Laser rifle and Scrambler rifle (two variations)
Minmitar: Bonuses to.... Combat rifle (Two variations). (and eventually, the precision rifle, when that gets released)
Huh, looks like the Minmitar gets bonuses to ONE possible gun, which has two variations, so their bonus shoehorns them very hard. Meanwhile the Gallente have three different base types of weapons, of which there are LOTS of variations, in addition to having the plasma cannon already buffed with the reload change.
Bottom line: Minmitar got a crappy bonus, Gallente has an excellent one.
Scout: As far as the bonus goes, I can't rightly say, as we don't know the cloak's pg/cpu cost. Caldari: Scan radius and precision. Wonderful. Looks worthless, as this data is not shared with teammates. Gallente: Scan radius and profile reduction. The profile reduction MIGHT come in handy. But given the static scan precision of active scanners, there is a target that once you are under, additional reduction doesn't help. Minmitar: Hacking speed is a good bonus. Why does this suit get a bonus to a Caldari weapon? Amarr: The slowest scout gets a stamina boost? I think this would work wonderfully with a laser rifle. Good job.
In fact Minmatarr Commando have a really good bonuse. Their bonus to "explosive" is for the Mass Driver. Commandos Minmatarr is Supposed to Combat Rifle AND Mass Driver. Which is a deadly combo.
And if someone dunno why amarr gets more PG/CPU than others it's because their weapons (Scrambler/Laser) takes 3x more PG/CPU to use. STD scrambler rifle = 11 pG. PRO CR = 8 PG... |
ugg reset
Molon Labe. Public Disorder.
443
|
Posted - 2014.01.17 13:28:00 -
[86] - Quote
IAmDuncanIdaho II wrote:This looks interesting...does this sound right? Not that good with the maths side of stuff.
(Assume level 5 racial scout skill)
- Caldari Scout: 25% bonus to scan precision of 45 taking that down to 36, means they can't see any other scout? (all scouts have base suit profile of 35)
- Gallente Scout: cannot be seen by any suit in the game due to profile lowering from 35 down to 28
- I didn't want to see the profile reduction skill removed from all scouts (I play Minmatar) but with the reduction to base profile on the suits, I'm thinking this might be ok?
Obviously there are other skills and modules you can fit to further reduce these numbers, but assuming all skills are equal, I'm curious to know what the intention is behind some of these numbers. Is it all about avoidance of scanners and non-light suits, or is there a scout-on-scout meta-game happening here?
on your first point you forget that the scan precision skill itself gives a bonus (10% at 5). that should bump it over.
Thr33 is the magic number.
|
Kingseeker Kobra
Expert Intervention Caldari State
114
|
Posted - 2014.01.17 13:36:00 -
[87] - Quote
Why no info on assault suits?
Ariana glitches 31 free kills and loses anyways, LMFAO @ AE GARBAGE
|
Jebus McKing
Molon Labe. Public Disorder.
232
|
Posted - 2014.01.17 13:40:00 -
[88] - Quote
I'm not a Heavy, but looking at the stats and realising that the Minmatar Sentinals stats are (more or less) the exact average of the stats of the other suits except for total HP (-12%) and speed (+7%) I think it is justified giving the Minmatar Sentinal an additional ~5% speed bonus making him walk at ~423 instead of 405.
@JebusMcKing // Rifle stats comparison spreadsheet.
ò_Ô
|
THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
401
|
Posted - 2014.01.17 13:45:00 -
[89] - Quote
Kingseeker Kobra wrote:Why no info on assault suits?
Please invest more SP into the Patience skill.
Electronic Warfare GOD in the making
|
Kingseeker Kobra
Expert Intervention Caldari State
114
|
Posted - 2014.01.17 13:46:00 -
[90] - Quote
THE GREY CARDINAL wrote:Kingseeker Kobra wrote:Why no info on assault suits? Please invest more SP into the Patience skill. I'm too busy dumping SP into the 'trying to undersand CCP logic' skill
Ariana glitches 31 free kills and loses anyways, LMFAO @ AE GARBAGE
|
|
Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
714
|
Posted - 2014.01.17 13:47:00 -
[91] - Quote
Scanning Feedback
With the new scout bonuses, it looks like the Gal Logi scanning precision bonus will be sticking around. So the new number for scouts to stay hidden will likely be 21dB.
Gal Scout will need Lvl 3 in Dampening and one Enhanced Dampener to dodge 21dB scans; all other scouts will need Lvl 5 Dampening and one Complex and one Enhanced Dampener. For 28dB scans, Lvl 5 Gal Scouts can dodge it naturally without any skill into dampening and other scouts will need Lvl 3 Dampening and one Enhanced Dampener.
So it looks like dampening may still be viable for scouts even if the Gal Logi bonus goes through. Unfortunately the same can't be said of dampening on medium frames, unless the base scan profiles for mediums are changed accordingly. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3167
|
Posted - 2014.01.17 13:50:00 -
[92] - Quote
As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator.
The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though.
Join my cult.
|
Jack McReady
DUST University Ivy League
1061
|
Posted - 2014.01.17 13:53:00 -
[93] - Quote
Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP. |
I-Shayz-I
I-----I
1986
|
Posted - 2014.01.17 13:55:00 -
[94] - Quote
I made an easy-to-understand version in excel of the data. Enjoy!
https://drive.google.com/file/d/0ByYUjq_P9RY0TnNPemxqb1BfZFk/edit?usp=sharing
(I hope the link works)
Links:
List of Most Important Threads
I make logistics videos!
|
Drapedup Drippedout
0uter.Heaven Ishuk-Raata Enforcement Directive
190
|
Posted - 2014.01.17 13:57:00 -
[95] - Quote
In regards to the Minmatar commando and heavy what is supposed to distinguish them from the other races? I understand they are slightly faster, but not enough to make a difference when playing them. The shields and armor are both very low to begin with, and due to the nature of matari suits so is the cpu/pg compared to starting ehp.
A suggestions would be increase the stamina recharge rate of the amarr to 30, and the minmatar to 25. If mobility is what is supposed to make these beefcakes standout then give them the ability to traverse more ground "faster". Right now the minmatar commando (560 ehp 2H 2L) looks a bit underwhelming compared to Caldari, Gallente, and Amarr (650 EhP for all, and ck.0 3H 1L, gk.o and ak.0 1H 3L).
The caldari commando is a beast, 400 shield with 3 highs and more pg than min? You sure you didn't get the slot layout confused here??? Or maybe you will flip the slot layout on the assault suits?
|
Drapedup Drippedout
0uter.Heaven Ishuk-Raata Enforcement Directive
191
|
Posted - 2014.01.17 14:03:00 -
[96] - Quote
Mordecai Sanguine wrote:[quote=Sirpidey Adtur]Let's start by looking at the skill bonuses.
Amarr and Minmitar: Hoo boy. the bonuses can only apply to ONE type of tank, so to get the full effect of the bonus out, you need to dual tank. Whereas the other two suits can dual tank OR single tank with other sorts of mods, and still get the full bonus.
Commando: The base effect is good, and will disproportionally effect swarm launchers and plasma cannons. Caldari: Light railgun weapons... So the Rail rifle (two variations) and the Sniper rifle (two variations). Not a lot of versatility there.
Gallente: It will get bonuses to the assault rifle( FOUR variations) , the shotgun (Two variations) and the plasma cannon, which was already significantly buffed by the other bonus.
Amarr: Bonuses to Laser rifle and Scrambler rifle (two variations)
Minmitar: Bonuses to.... Combat rifle (Two variations). (and eventually, the precision rifle, when that gets released)
Huh, looks like the Minmitar gets bonuses to ONE possible gun, which has two variations, so their bonus shoehorns them very hard. Meanwhile the Gallente have three different base types of weapons, of which there are LOTS of variations, in addition to having the plasma cannon already buffed with the reload change.
Bottom line: Minmitar got a crappy bonus, Gallente has an excellent one.
In fact Minmatarr Commando have a really good bonuse. Their bonus to "explosive" is for the Mass Driver. Commandos Minmatarr is Supposed to Combat Rifle AND Mass Driver. Which is a deadly combo.
And if someone dunno why amarr gets more PG/CPU than others it's because their weapons (Scrambler/Laser) takes 3x more PG/CPU to use. STD scrambler rifle = 11 pG. PRO CR = 8 PG...
With the proposed changes of weapon proficiency only affecting that weapons strengths ie shields or armor ( https://forums.dust514.com/default.aspx?g=posts&m=1714234#post1714234 ), this is a worthless bonus as both these weapons are proficient against armor only. Meaning if a minmatar commando comes up against a shield tanker it had better have a weapon equipped that is effective against shield....coincidentally one it will not get a bonus towards. Which is why the bonus is bit underwhelming... |
DTOracle
BlackWater Liquidations INTERGALACTIC WARPIGS
207
|
Posted - 2014.01.17 14:06:00 -
[97] - Quote
Reads new scout slot layouts I have been waiting for this, good to see CCP finally saw the light. |
Dexter307
The Unholy Legion Of DarkStar
722
|
Posted - 2014.01.17 14:16:00 -
[98] - Quote
Sine the amarr sentinel is High armor/low shields, shouldn't both it's resists be for its armor? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3168
|
Posted - 2014.01.17 14:17:00 -
[99] - Quote
Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP.
Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots.
The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity.
A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison.
Join my cult.
|
Broonfondle Majikthies
Dogs of War Gaming Zero-Day
728
|
Posted - 2014.01.17 14:24:00 -
[100] - Quote
Still the armour resistance for blasters on Min sentinel? An armour resistance on a anti shield weapon for a total of -20%? Surely you mean rail tech?? (No, I'm not calling you Shirley )
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
|
|
Night 5talker 514
Freek Coalition Freek Alliance
113
|
Posted - 2014.01.17 14:29:00 -
[101] - Quote
I think the amarr scout has it somewhat worse off, I feel that a stamina bonus is not completely adequate and perhaps a drop uplink bonus may be better suited to the scout instead of the amarr logi, or both stamina and dropuplinks bonus as only 25% stamina is less tha waht you'd get from a basic module, compared to the other suits that all get a complex level boost. See this post for full details https://forums.dust514.com/default.aspx?g=posts&t=136426&find=unread |
Reav Hannari
Red Rock Outriders
2605
|
Posted - 2014.01.17 14:30:00 -
[102] - Quote
Sana Rayya wrote:Scanning Feedback
With the new scout bonuses, it looks like the Gal Logi scanning precision bonus will be sticking around. So the new number for scouts to stay hidden will likely be 21dB.
Gal Scout will need Lvl 3 in Dampening and one Enhanced Dampener to dodge 21dB scans; all other scouts will need Lvl 5 Dampening and one Complex and one Enhanced Dampener. For 28dB scans, Lvl 5 Gal Scouts can dodge it naturally without any skill into dampening and other scouts will need Lvl 3 Dampening and one Enhanced Dampener.
So it looks like dampening may still be viable for scouts even if the Gal Logi bonus goes through. Unfortunately the same can't be said of dampening on medium frames, unless the base scan profiles for mediums are changed accordingly.
I saw this from Twitter:
@Haerr_Ernest: Scanners vs Scouts in 1.8: https://docs.google.com/spreadsheet/ccc?key=0AvYSJ6FRJlihdFV1T1VuSXVneThMcnhUd1FhV2xHY2c&usp=sharing#gid=0
Nice visualization of the new scouts and scanning.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Jack McReady
DUST University Ivy League
1061
|
Posted - 2014.01.17 14:37:00 -
[103] - Quote
Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP. Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots. The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity. A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison. do the math and see that the amarr scout will be able to sprint for ~40 seconds without any stamina mods thus actually be more mobile over long distances than any other scout. you can sprint straight to an objective after spawning and still have some left for jumping/running away without having to regain stamina in between. |
Protected Void
Endless Hatred
236
|
Posted - 2014.01.17 14:41:00 -
[104] - Quote
Zeylon Rho wrote:Just noticed that all scouts have an innate 5% hacking bonus... except the Minmatar scout who gets a 10% bonus. However, the Minmatar suit-skill-role bonus is also 5% hacking speed per level, right? Is it necessary to double up on the bonuses like that? Twice the innate suit bonus to hacking, and a per-level role-bonus for hacking as well?
My initial response: who cares?
My secondary response: It's not necessary, no, but it allows for greater flexibility when finetuning. |
Ghermard-ol Dizeriois
Maphia Clan Corporation
81
|
Posted - 2014.01.17 14:42:00 -
[105] - Quote
+1 for .xlsx data
Reading about, I don't see anything related to "standard" Heavy Suit. Any word on their stats? Will they differ from Heavy and Sentinel (like now) or not?
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
The Attorney General
1775
|
Posted - 2014.01.17 14:45:00 -
[106] - Quote
Well, that is a nice nerf to heavies. I guess those people complaining about scrub heavies with rail rifles must have been backed up by stats.
Going to make doing AV in the fat suit much more difficult.
Mr. Hybrid Vayu.
|
Lorhak Gannarsein
1221
|
Posted - 2014.01.17 14:46:00 -
[107] - Quote
So... ah... Why does Amarr heavy not only have lower shields than the Gallente Heavy suit, but lower than ANY of the heavy suits?
Particularly considering that it gets a bonus to shield resistance. Its pathetic recharge rate means its shields are going to be meaningless after the first combat anyway.
PRO tanker and proud.
|
Big Popa Smurff
The Rainbow Effect
924
|
Posted - 2014.01.17 14:50:00 -
[108] - Quote
I think this update will restore my luv for this game.
Original AFK Hunter
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8124
|
Posted - 2014.01.17 14:57:00 -
[109] - Quote
Amarr scout racial bonus parity problem
Aero Yassavi wrote:The Caldari Scout racial bonus is 5% scan radius per level and 5% scan precision per level. At level 5, this is the equivalent of one free standard range amplifier and one free complex precision enhancer (actually a little more since complex precision enhancers are 20%)
The Gallente Scout racial bonus is 5% scan radius per level and 5% profile signature reduction per level At level 5, this is the equivalent of one free standard range amplifier and one free complex profile dampener.
The Minmatar Scout racial bonus is 5% hacking speed and nova knife damage per level. At level 5, this is the equivalent of one free complex code breaker and multiple free complex sidearm damage modifiers
And now for the fun part, The Amarr Scout racial bonus is 5% stamina recovery and max stamina per level. At level 5, this is the equivalent of less than one basic cardiac regulator, and that's it. A basic cardiac regulator does 25% more stamina and 50% more stamina recovery.
So all other races get a free complex module and then some, but Amarr scout gets the short end of the stick here. I think it would be more than fair to bump this bonus to 20% stamina recovery and max stamina per level, which at level 5 would be 100% bonus to each which is the equivalent of one complex cardiac regulator.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Beren Hurin
Onslaught Inc RISE of LEGION
1984
|
Posted - 2014.01.17 14:58:00 -
[110] - Quote
Zeylon Rho wrote:An observation:
The Amarr Commando's stats break a trend from the other suits. It has 650 ehp, which is the same as both the Gallente and Caldari.
So, the Amarr Commando has no hp advantage, the same number of slots, but is the slowest Commando. Is this intended?
Amarr commando has a pretty big stamina bonus... doing the math now... |
|
Disturbingly Bored
The Strontium Asylum
1441
|
Posted - 2014.01.17 15:02:00 -
[111] - Quote
Couple things:
1) HOLY CRAP AWESOME THANK YOU CCP!
2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
3) Minmatar Sentinel is going to have massive CPU problems, while at the same time having more PG than any heavy suit could ever need. Unless you're going to lower the CPU and increase the PG of the Heavy Machine Gun, please reconsider this.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
|
knight of 6
SVER True Blood Public Disorder.
1139
|
Posted - 2014.01.17 15:10:00 -
[112] - Quote
Gallente scout! I <3 U
could we maybe get the final renders on the new suits? Pretty please?
"God favors the side with the best artillery" ~ Napoleon
Ko6, scout.
CLOSED BETA VET
|
Beren Hurin
Onslaught Inc RISE of LEGION
1984
|
Posted - 2014.01.17 15:16:00 -
[113] - Quote
Disturbingly Bored wrote:Couple things:
1) HOLY CRAP AWESOME THANK YOU CCP!
2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
3) Minmatar Sentinel is going to have massive CPU problems, while at the same time having more PG than any heavy suit could ever need. Unless you're going to lower the CPU and increase the PG of the Heavy Machine Gun, please reconsider this.
They'll likely have to fit CPUs in their lows if they want max damage. |
Disturbingly Bored
The Strontium Asylum
1441
|
Posted - 2014.01.17 15:22:00 -
[114] - Quote
Beren Hurin wrote:Disturbingly Bored wrote:Couple things:
1) HOLY CRAP AWESOME THANK YOU CCP!
2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
3) Minmatar Sentinel is going to have massive CPU problems, while at the same time having more PG than any heavy suit could ever need. Unless you're going to lower the CPU and increase the PG of the Heavy Machine Gun, please reconsider this. They'll likely have to fit CPUs in their lows if they want max damage.
Actually, I just noticed I'm frikking dyslexic.
Minmatar Sentinel has the highest CPU, not the lowest. It has lowest PG. I guess that'll make things interesting, but it may still work out just fine.
Also, the CPU and PG are higher than what's currently in game for Sentinel. I withdraw my complaint. Still... about that Caldari recharge delay...
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
|
Vell0cet
SVER True Blood Public Disorder.
798
|
Posted - 2014.01.17 15:36:00 -
[115] - Quote
Overall CCP gets a 10/10 for the direction they are going. I'm very hopeful about the future of DUST. It's also really great how CCP took feedback into consideration, and that also bodes well for the future.
There are a few things that need some adjustment though, like the Amarr Scout bonus being very underwhelming. Was the thinking behind removing the original cloaking bonus that they wanted the suits to be viable without cloaks? Even if they boosted stam/stam regen to 100% I still don't think it's a very exciting bonus (hooray! I can run slowly for a very long time!). Maybe something to do with remote explosives/proxy mines along the "sabotage" theme would be more interesting?
Quick/Dirty Test Range Idea
|
Vulpes Dolosus
SVER True Blood Public Disorder.
618
|
Posted - 2014.01.17 15:44:00 -
[116] - Quote
I SO FREAKING CALLED THAT MINMATAR SCOUT BONUS
Where's my prize?
Dropship Specialist
Kills- Incubus: 4; Pythons: 1; Other DS: 28 Gêå1; Tanks: 27 Gêå2
1/1
|
Keri Starlight
0uter.Heaven Ishuk-Raata Enforcement Directive
2588
|
Posted - 2014.01.17 16:26:00 -
[117] - Quote
Nice.
But I won't be back to DUST if I don't get a Full Respec, I'm sorry. I no longer have the desire and the motivation to grind more SP. We deserve a Respec along the release of the complete racial content, because we played an incomplete game so far.
Give me my SP back and I might take a break from Aion to come back to DUST and try the new stuff.
Otherwise, it doesn't worth it. I need SP to try the new content and the grinding times are gone. I'm no longer an active player here. Events or boosters won't do the work this time.
"I load my gun with love instead of bullets"
|
Aeon Amadi
Ancient Exiles. Renegade Alliance
4663
|
Posted - 2014.01.17 16:29:00 -
[118] - Quote
Aero Yassavi wrote:Aeon Amadi wrote:Love the scout changes. Thanks for listening to our feedback on that one.
Only problems I see so far:
- Amarr Commando's shields look a little bit low. They're EHP is on par with the Gallente/Caldari commandos but Amarr, being naturally slower, are supposed to have more EHP. - Amarr Commando's also have more armor than Gallente? Is this intentional? - Caldari Sentinels' Depleted Shield Delay looks like a typo. 1 is lower than it's recharge delay, so it's technically better to lose all your shields than a portion. As you can tell, they are reworking the themes of the Dust races to be more in line with EVE. Now Amarr suits have the most armor, like in EVE, while Gallente sits get a bonus to armor regen, also like in EVE.
Not much of a bonus, really. A whole HP a second? What ever would I do without it
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
zzZaXxx
The Exemplars Top Men.
239
|
Posted - 2014.01.17 16:35:00 -
[119] - Quote
FABULOUS!!!
Y'all are on a ROLL!!!
THANK YOU!!!
now please logis and assaults pleeeaaaase |
Jack McReady
DUST University Ivy League
1061
|
Posted - 2014.01.17 16:36:00 -
[120] - Quote
I can only repeat my self, who had the "great" idea to give gallente the built in repair?
gallente sentinel with 3 complex plates, a kincat and a shield extender is as fast as a minmatar sentinel with 2 complex plates and 3 shield extenders BUT the gallente sentinel has still more EHP + that free armor repair bonus.
CCP, can you learn basic math please to avoid that stupid design flaws? remember 1.7 tank changes? I said something similar along the lines of "tanks will be too good, do the ******* math" everyone responded "stfu tanks will suck" and see how it turned out. now do your job and finally listen to me, basic math is not hard |
|
zzZaXxx
The Exemplars Top Men.
239
|
Posted - 2014.01.17 16:37:00 -
[121] - Quote
Keri Starlight wrote:Nice.
But I won't be back to DUST if I don't get a Full Respec, I'm sorry. I no longer have the desire and the motivation to grind more SP. We deserve a Respec along the release of the complete racial content, because we played an incomplete game so far.
Give me my SP back and I might take a break from Aion to come back to DUST and try the new stuff.
Otherwise, it doesn't worth it. I need SP to try the new content and the grinding times are gone. I'm no longer an active player here. Events or boosters won't do the work this time.
That's why they're having a x5 SP event |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3177
|
Posted - 2014.01.17 16:45:00 -
[122] - Quote
Jack McReady wrote:Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP. Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots. The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity. A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison. do the math and see that the amarr scout will be able to sprint for ~40 seconds without any stamina mods thus actually be more mobile over long distances than any other scout. you can sprint straight to an objective after spawning and still have some left for jumping/running away without having to regain stamina in between.
The math is worse than I originally suggested. A BASIC Cardiac Regulator would give 25% Stamina and 50% recovery, the Amarr only gets 25% to both. Also, at 5.25 m/s, the Amarr Scout is SLOWER than an Minmatar Assault. But.... math, right?
Amarr has 225 stamina, give it a 25% bonus = 281. That's 28 seconds, not 40. As for it letting you run longer. Yes, that's what a basic cardiac regulator would do (or a module slightly crappier than a basic one).
The point is Amarr suit bonus = less than a basic module, while:
Minmatar Bonus = Complex hacking module + 25% damage bonus to nova knives (as much as two complex damage mods and an enhanced mod with zero stacking penalties)
Gallente Bonus = Complex profile dampener + Standard range amp
Caldari Bonus = Complex precision enhancer + Standard range amp
Any of the other suits would have a bonus BETTER than the Amarr suit bonus after putting on a Militia Cardiac Regulator (relatively low fitting). The Amarr Scout would have to fit more than two modules (at least one complex) to match the other scout's bonuses. That's broken.
Join my cult.
|
CODENAME TAIL
L.O.T.I.S. D.E.F.I.A.N.C.E
0
|
Posted - 2014.01.17 16:50:00 -
[123] - Quote
Looks good on paper, hard to tell for sure with just the numbers. My main query would be regarding the current configurations for logi's and assaults; are they getting changed too and if so is there anywhere we can check out the proposed changes? |
Mordecai Sanguine
What The French
288
|
Posted - 2014.01.17 16:55:00 -
[124] - Quote
Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:Jack McReady wrote:Zeylon Rho wrote:As noted in Aero's thread in General, the three of the scout suits are getting the equivalent of multiple/complex mods for their suit bonuses (Caldari, Gallente, Minmatar). The Amarr Scout suit is getting the equivalent of a basic cardiac regulator. The Amarr Scout bonus needs a boost for parity (see thread), and probably needs another stat thrown in so it effectively is getting "multiple" modules worth of bonus as well. I'd suggest adjuncts like 2% Sprint speed per level, +1 Scrambler Clip per level, 5% Droplink fitting per level... something like that. The first one probably makes the most sense given the stamina bonus though. it already has the highest base HP and highest total EHP. Yes... by 30 hp. It's also the slowest suit. It's the same speed as the current Minmatar Assault, but has fewer hp and slots. The hp difference is balanced by speed. The suit bonuses should not be. Also, comparing something like the Minmatar gets Free Complex Hacking Module (and +5% from suit over other scouts) and Free Complex Nova-knife damage mod to...... Free Basic Cardiac Regulator? Not even close to parity. A boost to the stamina/stamina-recharge boost to bring it to complex regulator status at proto and a more marginal addition like the equivalent of a basic kin-cat, a scrambler clip-size bonus, droplink fitting, or whatever... seems fair in comparison. do the math and see that the amarr scout will be able to sprint for ~40 seconds without any stamina mods thus actually be more mobile over long distances than any other scout. you can sprint straight to an objective after spawning and still have some left for jumping/running away without having to regain stamina in between. The math is worse than I originally suggested. A BASIC Cardiac Regulator would give 25% Stamina and 50% recovery, the Amarr only gets 25% to both. Also, at 5.25 m/s, the Amarr Scout is SLOWER than an Minmatar Assault. But.... math, right? Amarr has 225 stamina, give it a 25% bonus = 281. That's 28 seconds, not 40. As for it letting you run longer. Yes, that's what a basic cardiac regulator would do (or a module slightly crappier than a basic one). The point is Amarr suit bonus = less than a basic module, while: Minmatar Bonus = Complex hacking module + 25% damage bonus to nova knives (as much as two complex damage mods and an enhanced mod with zero stacking penalties) Gallente Bonus = Complex profile dampener + Standard range amp Caldari Bonus = Complex precision enhancer + Standard range amp Any of the other suits would have a bonus BETTER than the Amarr suit bonus after putting on a Militia Cardiac Regulator (relatively low fitting). The Amarr Scout would have to fit more than two modules (at least one complex) to match the other scout's bonuses. That's broken.
Basic Cardiac is better than this ****** bonus. And only takes 5 CPu and 4 PG.
And what the point about running for a long time when it's actually the same speed than assault suits ? Again and again CCP you're giving USELESS bonus to Amarr..... |
Galthur
Fatal Absolution Covert Intervention
237
|
Posted - 2014.01.17 16:57:00 -
[125] - Quote
Jack McReady wrote:I can only repeat my self, who had the "great" idea to give gallente the built in repair? gallente sentinel with 3 complex plates, a kincat and a shield extender is as fast as a minmatar sentinel with 2 complex plates and 3 shield extenders BUT the gallente sentinel has still more EHP + that free armor repair bonus. CCP, can you learn basic math please to avoid that stupid design flaws? remember 1.7 tank changes? I said something similar along the lines of "tanks will be too good, do the ******* math" everyone responded "stfu tanks will suck" and see how it turned out. now do your job and finally listen to me, basic math is not hard That one armor a second will be game breaking, the armor tanking suit gets 1 armor/s will mean I you almost kill and Gal heavy he'll have full health 5 minutes later! This is really gamebreaking (the Gallente deserve the bonus as it fits the lore) Also your acting as though it can fit that always.
Get recruits for me, receive millions of ISK. Buying BPO Codes.
[Forum Level: 8]
[Scamming Level: 3]
|
Quil Evrything
Triple Terrors
758
|
Posted - 2014.01.17 17:07:00 -
[126] - Quote
CCP Remnant wrote:Eric Del Carlo wrote:Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s? Yeah, sorry about that. Those are native Unreal units. Easy enough to understand though: 500, for example, is 5m/s.
Wow, wow, wow! So much great stuff!!
...
umm...
so I hate to be ungrateful an all, but... how about a teenietiny scout walking groundspeed buff then?
For example, according to those units, caldari scout has walking speed of 5.4 ... which is virtually identical to a minmatar MEDIUM suit of 5.3
It's tough enough for scout-vs-medium, with the gallente currently at 5.5
Do you think we might get an across-the-board scout walking buff of 0.2 ?
|
Mordecai Sanguine
What The French
289
|
Posted - 2014.01.17 17:17:00 -
[127] - Quote
Quil Evrything wrote:CCP Remnant wrote:Eric Del Carlo wrote:Zeylon Rho wrote:Is the ground speed number directly converted to current in-game speeds by moving a decimal? Or is it some other metric? I was wondering this too, is there any way we can see the speed stats in m/s? Yeah, sorry about that. Those are native Unreal units. Easy enough to understand though: 500, for example, is 5m/s. Wow, wow, wow! So much great stuff!! ... umm... so I hate to be ungrateful an all, but... how about a teenietiny scout walking groundspeed buff then? For example, according to those units, caldari scout has walking speed of 5.4 ... which is virtually identical to a minmatar MEDIUM suit of 5.3 It's tough enough for scout-vs-medium, with the gallente currently at 5.5 (to use knives and shotguns vs anything but a stationary target) I'm thinking it will be out of the question to use knives on caldari on the run, with that speed. Which would be particuarly ironic given that they are supposedly a caldari weapon. Do you think we might get an across-the-board scout walking buff of 0.2 ?
I think we should lightly nerf medium suits instead. We are in huge armors. Even with assisted help and assisted skeleton we're not supposed to be fast. |
Maken Tosch
Edimmu Warfighters Gallente Federation
6478
|
Posted - 2014.01.17 17:17:00 -
[128] - Quote
Nice to see that the scouts will still keep their sidearms and I like the additional equipment slot.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
|
Maken Tosch
Edimmu Warfighters Gallente Federation
6478
|
Posted - 2014.01.17 17:20:00 -
[129] - Quote
@CCP Frame
Will you be posting stats for the upcoming equipment as well? I like to know the base stats for the cloaks.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
|
George Moros
Area 514
288
|
Posted - 2014.01.17 17:38:00 -
[130] - Quote
I was very much looking forward to playing Minmatar sentinel with HMG, but looking at the numbers, I'm not that enthusiastic anymore.
The primary strength of sentinel class of dropsuits is their massive tank, which makes Minmatar sentinels (MS) crippled "by default". Although that was expected, the question is whether the speed advantage is sufficient to compensate. Slot layout and shield/armor amounts suggest that MS can be made for either shield or armor tank (or both). For comparison, MS requires one complex armor plate just to get same EHP as base Amarr sentinel, plus reduces it's speed to 385 (which is base speed of Gallente and Caldari sentinels), eats one low slot and 30CPU / 12PG. This is hardly a balanced tradeoff.
To put things into perspective, if MS was made to have same base speed as Gallente / Caldari , with EHP of Amarr sentinel, but lacking one module slot and 30CPU / 12PG, would anyone call that a balanced tradeoff?
Pulvereus ergo queritor.
|
|
Lynn Beck
Granite Mercenary Division Top Men.
549
|
Posted - 2014.01.17 17:40:00 -
[131] - Quote
\0/
Minscout gets extra low slot, and all scouts keep sidearm! Mincommando gets 2/2, \0/
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
1972
|
Posted - 2014.01.17 17:51:00 -
[132] - Quote
It feels weird to me that the Amarr Commando doesn't have a higher base EHP while also being slower.
Try to kill it all you want CCP, I still <3 my laser.
|
IgniteableAura
Pro Hic Immortalis
516
|
Posted - 2014.01.17 17:55:00 -
[133] - Quote
So minmitar scout gets more melee damage but thats not tied to a bonus anymore? Think it might be somewhat pointless to buff our melee, but a buff is a buff and I will take it. Not sure if thats a typo or not.
PHI Recruitment
or PHIsh Tank in game
Youtube
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
337
|
Posted - 2014.01.17 18:08:00 -
[134] - Quote
The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Denn Maell
PIanet Express Canis Eliminatus Operatives
69
|
Posted - 2014.01.17 18:18:00 -
[135] - Quote
KAGEHOSHI Horned Wolf wrote:Awww yeah, Minmatar hack scout!
Congrats, Minjas. You keep the Knife bonus and give the hack bonus a home!
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
|
Cooper Eudaemon
DUST University Ivy League
93
|
Posted - 2014.01.17 18:19:00 -
[136] - Quote
I kind of chuckled at the Gallente scout getting armor repair; with the same armor and shield stats as 1.7, are they ever going to get a chance to regen? I'm very happy to see the expanded slots for the scouts, too, but I'm not sure that the increase in PG/CPU will be enough to actually make use of them.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
|
Alldin Kan
Imperfects Negative-Feedback
917
|
Posted - 2014.01.17 18:20:00 -
[137] - Quote
The base HP for Caldari/Gallente Sentinel require further tweaking. As it is, both Sentinels aren't receiving enough benefits from their racial bonuses due to a HP distribution of 57/43 (525/390 HP). For these two racial dropsuits it would be ideal to set further apart both values. As for the other two racial suits I would say that they're ok, although I'm a "little" concerned with the Minnmatar's low HP.
New Caldari Sentinel base HP (other reason: Players are forced to maintain Armor HP):
Shield: 635 HP (less than Gallente Armor for being self-sustainable and the 1s depleted delay) Armor: 280 HP (more than Gallente shield because Flux grenade)
New Gallente Sentinel base HP (other reason: 43% base HP lost is rarely recovered in rough battles)
Shield: 200 HP Armor: 715 HP
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
|
Liquid Big Boss
Quebec United
107
|
Posted - 2014.01.17 18:26:00 -
[138] - Quote
2 equipements slots and 2 high slots for my scout gallente !!!!!!!!! wow love to you CCP |
Erobthedude
Vherokior Combat Logistics Minmatar Republic
7
|
Posted - 2014.01.17 18:40:00 -
[139] - Quote
I've been dying to have the ability to equip a scanner AND an uplink on my minja.
"Dear Lord, without you we are butt dust."
|
Disturbingly Bored
The Strontium Asylum
1441
|
Posted - 2014.01.17 18:41:00 -
[140] - Quote
CCP, I'm in love with you guys for releasing this stuff (no homo), but...
PLEASE, PLEASE, PLEASE have FACTION WARFARE variants of all of these weapons and suits ready for 1.8 launch
Especially the suits.
You have the AUR versions planned, Faction Warfare is effectively copy and paste from there. You guys have amazing stuff in store, don't half-ass the execution!
I will sing paeans of your achievements if you make it so.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
|
|
Ruthless Lee
The Eliminators
313
|
Posted - 2014.01.17 18:53:00 -
[141] - Quote
Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered.
THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner |
Sports Dude
WarRavens League of Infamy
265
|
Posted - 2014.01.17 18:57:00 -
[142] - Quote
Keri Starlight wrote:Nice.
But I won't be back to DUST if I don't get a Full Respec, I'm sorry. I no longer have the desire and the motivation to grind more SP. We deserve a Respec along the release of the complete racial content, because we played an incomplete game so far.
Give me my SP back and I might take a break from Aion to come back to DUST and try the new stuff.
Otherwise, it doesn't worth it. I need SP to try the new content and the grinding times are gone. I'm no longer an active player here. Events or boosters won't do the work this time.
Same thing for me, ill spec into the gallente heavy and start playing some more if theres a respec, but if not dont want to grind even if its a event. |
Keri Starlight
0uter.Heaven Ishuk-Raata Enforcement Directive
2593
|
Posted - 2014.01.17 19:01:00 -
[143] - Quote
zzZaXxx wrote:Keri Starlight wrote:Nice.
But I won't be back to DUST if I don't get a Full Respec, I'm sorry. I no longer have the desire and the motivation to grind more SP. We deserve a Respec along the release of the complete racial content, because we played an incomplete game so far.
Give me my SP back and I might take a break from Aion to come back to DUST and try the new stuff.
Otherwise, it doesn't worth it. I need SP to try the new content and the grinding times are gone. I'm no longer an active player here. Events or boosters won't do the work this time. That's why they're having a x5 SP event
Nope. I'm tired of SP grind, I said it clearly. If DUST doesn't give me some incentive, I won't be back to play.
You might say "who cares?", and you would be right, because I don't care too much about it, that's the point. The problem is that I'm not the only one tired of the massive, time consuming progression system. CCP might want to keep people like me playing, people who played very actively and would gladly consider playing a couple hours per week in the future, if they can have some fun with the game.
The fact is that "effort > reward" in DUST 514 and this is acceptable only as long as you're addicted to the game. Now I'm playing other games and I only care about DUST because I'm somehow attached to the game, I had a good time with it. I'm no longer addicted and now I need some reasonable incentive to play the game.
Sorry to say that, but the game has very little to offer to casual players. I won't play the Event just to try an ADV Caldari Scout.
Full Respec or nothing.
"I load my gun with love instead of bullets"
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
337
|
Posted - 2014.01.17 19:07:00 -
[144] - Quote
Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner
Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered?
I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic).
This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2522
|
Posted - 2014.01.17 19:11:00 -
[145] - Quote
The Amarr scout bonus blows in comparison to the other scouts.
HellsGÇáorm, Director
Bringing the Wrath of God down on the Matari since YC114
|
Seaman Xanthos
Death Firm. Canis Eliminatus Operatives
2
|
Posted - 2014.01.17 19:14:00 -
[146] - Quote
Gazing at the Sentinel suits as I mainly play Heavy has me pondering a couple things. Traditionally, Amarr has the highest stamina and base HP with being a dual tanker of both shield and armor. Due to this, they are typically slower in sprinting speed and tend to have one less slot than the other races. Why is this not done here?
So my proposed changes would be thus:
Amarr: Keep the Amarr slot layout how it is due to the ability to dual tank or brick tank with damage mods as they are doing now. Change the HP back to 480/480 as is now for them to be DUAL tankers as there sentinel bonus is applying them as such.
Caldari: give the Caldari one more low at proto level resulting in four high two low which allows them to shield tank effectively. One flux will still ruin this suit from becoming too effective at CQC. This shall be the bane of all AV by fitting damage mods and a forge gun which is how I see the suit anyways, long range AV. As well buff shields to 540 and lower armor to 360 which would put then at 1125 HP with core skills at 5, 75hp less than Amarr.
Gallente: The Gallente could go either way here with an extra slot going to the high or to the low. If it went to the high, it would result in two high and four low which would be the best brick tank with damage mods suit which would kill the Amarr. So I believe 1 high and five low would be the best way to go, allowing the Gallente to tank with armor reps the best out of the suits which is what they are known for. As well, switch the HP to 540 armor, 360 shields which would result in 1125HP with skills maxed, the same as the Caldari.
Minmatar: The Minmatar are known for being shield tanks who can dual tank which by there bonuses it seems they are attempting to push. For this the slot layout should increase to three high and three low at proto level allowing the most versatile suits out of the heavy. As well the HP should be 420 shields and 380 armor giving 1000 health with all skills maxed. Finally, the armor rep bonus should be given to minmatar due to them having the lowest EHP and ran as more of a flanker/hit and run sentinel suit due to the quicker speed.
|
KING CHECKMATE
Ametat Security Amarr Empire
3686
|
Posted - 2014.01.17 19:27:00 -
[147] - Quote
Cargo Containerr wrote:Caldari sentinel's shield depleted recharge delay?
1sec?really?
There are LOTS of stuff like this: GÖª Gallente SCOUT Innate armor Repair of 3 per sec? PLUS another high slot? GÖª Amarr sentinel slots from 1 H 4 L to 2 H and 3 L? GÖª Why do every gallente suit gets Innate Armor repair? when Amarr are ALSO supposed to be ARMOR tankers AND have LESS slots to equip armor repairers? GÖª Who Does the AMARR COMMANDO have SAME EHP value as gallente and Caldari? GÖª Again=Caldari sentinel's shield depleted recharge delay? ONE SECOND? I totally cant see how this might be abused. SPecially with Shield Energizers/Rechargers.... >..> s a r c a s m GÖª The Amarr scout bonus blows in comparison to the other scouts. Sure you will have a LOT , of stamina. But...so what? its the Slowest scout to start with! PLUS all other get TWO different bonuses and the Amarr scout gets 1 (becasue overall,it just affects stamina). Add either 5% redution on Cloak Cooling time (as someone said it would be before) or 5% Scan profile reduction per level PLUS the originally mentioned bonus.... THEN,we are talking.... IF CCP does not improve the AMARR SCOUT bonus,there will be no reason to use it over the Gallente ALREADY superior Scout suit,with 2 useful bonuses , same slot loadout AND arrmor repair...
I could go on, but i wont. I see a lot of numbers tha might be abused here...,.
On other notes.Thank you CCP for all this new content.
Now give me arespec and i'll be more than happy. I 'll be a loyal customer...
GIVE ME A RESPEC CCP.
|
Jacques Cayton II
Fatal Absolution Covert Intervention
548
|
Posted - 2014.01.17 19:41:00 -
[148] - Quote
Cargo Containerr wrote:Caldari sentinel's shield depleted recharge delay?
1sec?really? Flux dur and btw gallente get armor rep it's a fair trade
We fight for the future of the State not our
personal goals
|
Jacques Cayton II
Fatal Absolution Covert Intervention
548
|
Posted - 2014.01.17 19:45:00 -
[149] - Quote
Why is everyone hating the shields delay they are going to stack extenders so that means the delay will go down and they cant armor tank which is a fair trade. Why must you whine the Caldari finally get a shield oriented suit I'm happy to see this. Oh btw gallente heavy will have more ehp so yes its fair specially since everyone else has rep tools and triage hives the Caldari heavy will have one thing that's is shields
We fight for the future of the State not our
personal goals
|
Llast 326
An Arkhos
1417
|
Posted - 2014.01.17 19:47:00 -
[150] - Quote
CCP At this stage it looks like you have balanced scouts out rather well, so that cloaking will not be the only viable way to use a scout. Thank you
KRRROOOOOOM
|
|
pseudosnipre
551
|
Posted - 2014.01.17 19:51:00 -
[151] - Quote
Magnus Amadeuss wrote:Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered? I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic). This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks. All the bonuses are only effective within a range of two meters...
maybe keep your panties on and dont let them near you or your precious objectives?
Today is the sort of day where the sun only comes up to humiliate you.
|
Jacques Cayton II
Fatal Absolution Covert Intervention
548
|
Posted - 2014.01.17 19:56:00 -
[152] - Quote
Disturbingly Bored wrote:Couple things:
1) HOLY CRAP AWESOME THANK YOU CCP!
2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
3) Minmatar Sentinel is going to have massive CPU problems, while at the same time having more PG than any heavy suit could ever need. Unless you're going to lower the CPU and increase the PG of the Heavy Machine Gun, please reconsider this. Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there
We fight for the future of the State not our
personal goals
|
Jacques Cayton II
Fatal Absolution Covert Intervention
548
|
Posted - 2014.01.17 19:59:00 -
[153] - Quote
Dirks Macker wrote:Scalesdini wrote:Why does the Winmatar sentinel have more armor than shield? Shouldn't it be the other way around?
Why are heavies still getting the short end of the stick on slot counts?
For the sacrifice in ehp the Minmatar sentinel is giving up vs other suits, shouldn't it be a whole lot faster than the other suits? 385 vs 405 does not seem significant. The speed boost makes it as fast or faster than the Non-Minmatar commando suits. I'm guessing they wanted to make shield tanking unique to the Caldadi heavy so logis have more armor to heal. I like you you understand. 1 point for you
We fight for the future of the State not our
personal goals
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
689
|
Posted - 2014.01.17 20:01:00 -
[154] - Quote
NEW SIDEARM WEAPON RELATED POST
Awesome job with the suits, CCP...I like the overal theme that you are going for. Lots of great comments about the suits and role bonus concepts so i didn't want to touch on that.
I would like to make a couple comments on the new sidearms (which is very nice way to fill out the racial armories).
1) Awesome that you've added these; gives some great flavor and racial playstyle options.
2) Holy ****! at the charge up times for sidearms! The MagSec has a LONGER charge up time than the Rail Rifle (.3 vs .25) and it's intended as the shorter range / CQC offering for the Caldari? I absolutely don't see the point of this; I would think the sidearm of a given race would try to fill gaps or provide options that would work in concert with the primary or special weapons fo the given race. I'm all about the long range but I have ZERO incentive to use this or the bolt pistol with the Caldari primary rifle.
3) The Bolt pistol is also listed as a "full- auto" weapon with a .25sec charge time and it has very similar ranges with the MagSec...what's the difference in the weapons? It does 140+ dmg per shot and its full-auto...typo? By nomenclature and manufacturer the both appear to be Caldari....are they both Caldari?
4) Ion pistol... 1.45sec charge up time...WTF!? It also has by far the shortest range of any of the new sidearms. My guess is that the alpha dmg from the Bolt pistol should go with this weapon, correct?
Overall, really glad these offerings are on the table but i'm not really sure how they are intended to mix with the existing weapons. Sidearms when laid next to light weapons and special weapons (shotgun, sniper, MD, Laser) should give a race a full suit of options for the battlefield.
Example, with the long range power of my RR and how the disadvantages of the weapons come into play in shorter engagements the sidearm should be optimized to help out there...you could maintain the low ROF, high dmg model but why the charge up time and particularly the charge up time longer than the RR? Is the intent to nerf the RR with a higher charge up time? Right now the SMG is my goto for shortrange or CQC engagements instead of the RR...seems like that's kind of the design theory and I am confused by how these weapons complement or give tactical options to the racial armories.
"Third star to the right...straight ahead 'till morning."
|
Lavirac JR
DUST University Ivy League
163
|
Posted - 2014.01.17 20:07:00 -
[155] - Quote
So much to sift though... but so far.... shmexy.....
A would be logi looking for heavies in all the wrong places.
|
NextDark Knight
Hellstorm Inc League of Infamy
127
|
Posted - 2014.01.17 20:09:00 -
[156] - Quote
I think people are having a hard time understanding the 1 second depleted delay which I support. Still people need something to rally behind and complain about so caldari is a easy target. With the low stamina and the lack of low slots, once the shields are gone the caldari suit is going to die super fast.
Caldari suite is a little on the week side at least the 1 second delay is a small bone to help us if we get put into armor.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
337
|
Posted - 2014.01.17 20:24:00 -
[157] - Quote
pseudosnipre wrote:Magnus Amadeuss wrote:Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered? I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic). This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks. All the bonuses are only effective within a range of two meters... maybe keep your panties on and dont let them near you or your precious objectives?
How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Dustbunny Durrr
ReD or DeaD
51
|
Posted - 2014.01.17 20:27:00 -
[158] - Quote
IAmDuncanIdaho II wrote:This looks interesting...does this sound right? Not that good with the maths side of stuff.
(Assume level 5 racial scout skill)
- Caldari Scout: 25% bonus to scan precision of 45 taking that down to 36, means they can't see any other scout? (all scouts have base suit profile of 35)
Yeah, not sure if this is intentional or not. It would provide incentive to train the skill that gives precision if it is intentional though.
IAmDuncanIdaho II wrote: - Gallente Scout: cannot be seen by any suit in the game due to profile lowering from 35 down to 28
Looks intentional again, need proto scanners to see em assuming they aren't using their lows for damps.
|
NextDark Knight
Hellstorm Inc League of Infamy
127
|
Posted - 2014.01.17 20:32:00 -
[159] - Quote
Also, plugged in a few fittings for caldari.. looks like I'm 3.5 CPU short of a "ok" proto fit with two standard modules using max skills.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
|
Fire of Prometheus
DUST University Ivy League
3025
|
Posted - 2014.01.17 20:34:00 -
[160] - Quote
I can't wait for 1.8!!!!!!!!!!!!!!!!!!!
Can we get some pics/art of the new suits? Pleaaaaassseeeeee?????
Commando 6 // A.R.C Commander // D-Uni instructor
A Balac's and a Thale's.....What's on your commando?
Forum warrior 3
|
|
Cerberi Sangnoir
MEUTE URBAINE
0
|
Posted - 2014.01.17 20:39:00 -
[161] - Quote
Lot of new thing, really enjoying all this new stuff. when are you planning to release this update.
Are CCP thinking about doing a respect since lot of players as been wainting for the ravila suit and the new weapons (even with 1.7) has changed the way to play. I think it might be wll received by player you still went to play and go on with the new update and make some change on there game play or evolve in it. As well as the old player who left the game because they lost interest. Both will be able to do the change they wish for without having the hawkyard feeling to have lost there time or to start back from scratch.
|
Dustbunny Durrr
ReD or DeaD
51
|
Posted - 2014.01.17 20:44:00 -
[162] - Quote
Magnus Amadeuss wrote:pseudosnipre wrote:Magnus Amadeuss wrote:Ruthless Lee wrote:Magnus Amadeuss wrote:The minmatar scout is downright ridiculous.
Minmatar get : 31.5 bonus to hacking speed (suit bonus and higher base suit value) 25% extra damage
This is equivalent to more than 3 complex damage mods along with 1 free complex code-breaker and 1 free basic code breaker.
Yep, 5 FREE MODULES
This is absolutely overpowered. THERE WE GO! First 'scouts are OP' post for 1.8 ... we have a winner Did I say that? Did I say "scouts are overpowered'? Or did I just say that the minmatar scout is overpowered? I think the caldari/gallente scouts might be ok, the amarr scout is lol, and the minmatar scout is wtfomg. I explained why that is, the minmatar suits have basically 5 free modules (4 proto type 1 basic). This is pretty obvious stuff here, and I am just throwing it out there so I can say "I told you so" in 2 months, just like with tanks. All the bonuses are only effective within a range of two meters... maybe keep your panties on and dont let them near you or your precious objectives? How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this: Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia) This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses. This is a thread for feedback, and here is mine: Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod.
You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP.
Excluding the amarr scout, am really liking the changes though. |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
338
|
Posted - 2014.01.17 20:51:00 -
[163] - Quote
Dustbunny Durrr wrote:Magnus Amadeuss wrote: How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod. You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP. Excluding the amarr scout, am really liking the changes though.
No, minmatar trade HP for speed, stamina, and stamina recovery. This is a well established design philosophy from CCP.
I must have edited after you quoted, but here is what I think.
Minmatar- +2% sidearm damage per lvl (comes out to 1 free complex dmg mod) +3% hacking speed per lvl (comes out to an advance dmod) (the inate +5% hacking speed bonus then is the basic mod)
Gallente: are fine, leave them alone
Caldari: +5% dropsuit scan rdius per lvl (unchanged, basic mod equivalent) + 7% scan precision per lvl (complex and adv)
Amarr : + 20% stamina/stamina recovery per lvl (makes 1 complex module) ??? +17 armor HP/lvl (this would make 1 basic and 1 adv ferroscale)
I am not sure about the second amarrian one, I am open to suggestions.
This would equalize the amount of "free" modules per suit.
The minmatar would still be the best for infiltration work, the gallente for recon, the caldari for assasin, and the amarr as a front-line scout.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Disturbingly Bored
The Strontium Asylum
1442
|
Posted - 2014.01.17 21:08:00 -
[164] - Quote
Jacques Cayton II wrote:Disturbingly Bored wrote: 2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there
Dude, I'm fine with it being shield dependent. I'm probably going to skill into it myself for Forging. But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
|
Jacques Cayton II
Fatal Absolution Covert Intervention
548
|
Posted - 2014.01.17 21:11:00 -
[165] - Quote
I see nothing wrong if a shield heavy stacks shields his depleted delay to recharge time goes up. Simple logic
We fight for the future of the State not our
personal goals
|
Zahle Undt
Bullet Cluster Legacy Rising
555
|
Posted - 2014.01.17 21:21:00 -
[166] - Quote
It hard to really say without looking at how the med. frames will be reworked and I also understand that we have received most of the love so far. However.....
I have a feeling the scout is going to be the new main slayer on the battlefield as people ignore its "intended role" and stack plates (gallente and amarr) or shield extenders/damage mods (min and caldari) and pop a couple compact nanohives or a nano hive and scanner in the 2 equipment slots. It'll be the "slayer logi" phenomenon all over again.
A proto gallente scout (I think) will be able to put 3 enhanced plates and a complex repper in their lows. A complex extender and damage mod in their highs. Proto weapons, advanced grenade, 2 compact hives. So assault suits will have to compete with a suit that will still be faster than them, have a smaller hitbox, nearly the same tank, and they get an extra equipment slot. Oh and it will rep its 500-600 armor at 8 HP a second which is apparently a grave sin if a logi can do it but is cool for a scout.
Gallente scout will be OP |
LEHON Xeon
Pradox XVI Proficiency V.
78
|
Posted - 2014.01.17 21:24:00 -
[167] - Quote
Zeylon Rho wrote:Cyrius Li-Moody wrote:Aero Yassavi wrote:So why does the Gallente Commando get natural ammo resupply but the others do not? Where do you see this? He was probably reading "Heal Armor" as "Heal Ammo". All the Gallente suits have innate armor reps though, which is pretty interesting. It seems like that'll make its way to the assault and logi suits too.
That is quite interesting that the suits have a built in ammo rep. If that carries over into logistics, I'll most likely just start up with that suit again as the armor rep bonus will still be there (which i found to be very useful), along with a fitting cost reduction for equipment. If the slots and pg/cpu levels stay the same, or the cpu/pg even decreases somewhat (which will be almost negated by the fitting cost reduction) I see very little difference from where we are now with logistics, which is fine by me as I try to help actually do a logistic role by carrying useful equipment.
Necrophillia: That Uncontrollable Urge To Crack Open A Cold One.
|
pseudosnipre
558
|
Posted - 2014.01.17 21:31:00 -
[168] - Quote
Magnus Amadeuss wrote:Dustbunny Durrr wrote:Magnus Amadeuss wrote: How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod. You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP. Excluding the amarr scout, am really liking the changes though. No, minmatar trade HP for speed, stamina, and stamina recovery. This is a well established design philosophy from CCP. I must have edited after you quoted, but here is what I think. Minmatar- +2% sidearm damage per lvl (comes out to 1 free complex dmg mod) +3% hacking speed per lvl (comes out to an advance dmod) (the inate +5% hacking speed bonus then is the basic mod) Gallente: are fine, leave them alone Caldari: +5% dropsuit scan rdius per lvl (unchanged, basic mod equivalent) + 7% scan precision per lvl (complex and adv) Amarr : + 20% stamina/stamina recovery per lvl (makes 1 complex module) ??? +17 armor HP/lvl (this would make 1 basic and 1 adv ferroscale) I am not sure about the second amarrian one, I am open to suggestions. This would equalize the amount of "free" modules per suit. The minmatar would still be the best for infiltration work, the gallente for recon, the caldari for assasin, and the amarr as a front-line scout. I don't recognize your name from the scout registry thread...but I do recognize most of the changes being very close to what was suggested in that thread. Gal/Min scouts got excellent buffs based on a full year of field use. Cal/Amr scouts are brand new and, although I'm excited to skill into them, I have no idea how I will exploit their stats and use the cloak to extract your tears...but extracted they shall be.
On a side note, how many nova knife kills have you earned thus far for the Operation Shinobi event?
Today is the sort of day where the sun only comes up to humiliate you.
|
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2523
|
Posted - 2014.01.17 21:51:00 -
[169] - Quote
Why not give back the intended cloaking bonus to Amarr scouts?
The stamina bonus is just so vanilla.
HellsGÇáorm, Director
Bringing the Wrath of God down on the Matari since YC114
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
324
|
Posted - 2014.01.17 22:01:00 -
[170] - Quote
My first thought: You guys really need to work on that font. The 6 and 8 are much too hard to distinguish from one another. I have to look from one to the other back and forth to be sure I'm seeing a different digit. The 9 is also not great. And the a and the e could be clearer.
Other than that, I'd probably give it a 7 out of 10. Purely speaking readability.
I'll let you know if I come up with any useful thoughts on the content.
The Tank Balancing Factor No One Is Discussing
|
|
Icarus DelSol
BIG BAD W0LVES
12
|
Posted - 2014.01.17 22:06:00 -
[171] - Quote
What's the lore behind the Gallente scouts getting all that native armor repair? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3185
|
Posted - 2014.01.17 22:11:00 -
[172] - Quote
I feel like the Minny Nova Damage boost IS pretty niche, even if it's a ridiculously high bonus. Rather than try to knock down the bonuses of the other scouts with their effective "multiple mods" worth of bonuses, I'd rather just beef up the Amarr Scout's bonus (and possibly the lower bonus the other two get, but only if it's changed to a niche-sort of thing like the 25% dmg knife bonus).
If you knocked the stamina bonus to 20% per level, you'd get 100%/100% at Rank 5, which would be the same as a complex cardiac regulator. That would be "parity" on the complex mod point, and I'd add that the move speed on the scout would still be lower than an Minmatar assault at that point.
For tossing in another bonus with that complex regulator, I'd suggest something like +1 Scrambler Clip-size, 3% Droplink fitting per level, 1-2% sprint speed (wouldn't change move speed, only sprint), or something exotic and oddly specific like 3% bonus to Burst Scrambler Damage or 4% bonus to Ferroscale/Reactive plate hp.
The bullet point is that a less-than-basic-module bonus is very crap compared to the other scouts. The Amarr will already be in the awkward position of being slightly less than top assault-speed. Boost the stamina bonus to complex levels like the other scouts get, and toss in something else as suggested.
Join my cult.
|
Nocturnal Soul
Immortal Retribution
1610
|
Posted - 2014.01.17 22:18:00 -
[173] - Quote
Make the Amarr scouts base speed faster than the minmatar assault and then it'll be in a better( not good) place.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
|
Ninja Troll
16
|
Posted - 2014.01.17 22:31:00 -
[174] - Quote
Zahle Undt wrote:It hard to really say without looking at how the med. frames will be reworked and I also understand that we have received most of the love so far. However.....I have a feeling the scout is going to be the new main slayer on the battlefield as people ignore its "intended role" and stack plates (gallente and amarr) or shield extenders/damage mods (min and caldari) and pop a couple compact nanohives or a nano hive and scanner in the 2 equipment slots. It'll be the "slayer logi" phenomenon all over again. A proto gallente scout (I think) will be able to put 3 enhanced plates and a complex repper in their lows. A complex extender and damage mod in their highs. Proto weapons, advanced grenade, 2 compact hives. So assault suits will have to compete with a suit that will still be faster than them, have a smaller hitbox, nearly the same tank, and they get an extra equipment slot. Oh and it will rep its 500-600 armor at 8 HP a second which is apparently a grave sin if a logi can do it but is cool for a scout. Gallente scout will be OP I agree the Gallente scout will be a beast if the 3 HP/s armor repair rate is given. I'm kind of surprised that Amarr or Minmatar didn't get armor repair.
My main character is a level 3 Minja, so the updated suit types are great. I'm glad that CCP are reducing the scout scan profile to 35dB.
Currently saving my SP on this character for the 1.8 release. I'll probably choose the Caldari or Gallente Scout.
[REQ] Infantry Only Mode or Option- No Vehicles
|
Dremel wp
Shadow Company HQ
4
|
Posted - 2014.01.17 22:32:00 -
[175] - Quote
I see scouts get built in hack bonus of 5%(10% for minmatar) |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
342
|
Posted - 2014.01.17 22:44:00 -
[176] - Quote
pseudosnipre wrote:Magnus Amadeuss wrote:Dustbunny Durrr wrote:Magnus Amadeuss wrote: How is this even a point? If you are doing a count of "free modules each scout suit gets, it goes like this:
Effectively free modules through bonuses; Minmatar : 5 (4 proto 1 basic) Gallente: 3 (1 proto, 1 adv, 1 basic) Caldari : 3 (1 proto, 2 basic) Amarr:: 1 (1 militia)
This is not in ANY way balanced. This is of course not even considering that stamina is probably the least desirable (well maybe caldari's scan precision is worse) of all of the bonuses.
This is a thread for feedback, and here is mine:
Minmatar needs 2 less effective modules (-3 complex, +1 adv) Amarr needs two more effective modules (+1 complex, +1 adv) Caldari needs a slight bump (-1 basci, +1 adv)
Honestly Nova Knives are such a niche that the damage bonus can be overlooked by most suits. The hacking bonus is very nice, and might be more equal at 4% per level, and base 1.05 (rather than 1.1). Keep in mind, Minmatar have 60 HP less health than Amarr scouts, so you could argue that to "equalize" they would need to spend a slot on a basic armor mod. You do bring up a good point about the amarr vs gallente scout suits I think. Its far easier to make a gallente better than an amarr in all areas of gameplay than vice versa. A higher (7.5% per level?) bonus might be needed for the amarr scout, along with perhaps a bit more base HP. Excluding the amarr scout, am really liking the changes though. No, minmatar trade HP for speed, stamina, and stamina recovery. This is a well established design philosophy from CCP. I must have edited after you quoted, but here is what I think. Minmatar- +2% sidearm damage per lvl (comes out to 1 free complex dmg mod) +3% hacking speed per lvl (comes out to an advance dmod) (the inate +5% hacking speed bonus then is the basic mod) Gallente: are fine, leave them alone Caldari: +5% dropsuit scan rdius per lvl (unchanged, basic mod equivalent) + 7% scan precision per lvl (complex and adv) Amarr : + 20% stamina/stamina recovery per lvl (makes 1 complex module) ??? +17 armor HP/lvl (this would make 1 basic and 1 adv ferroscale) I am not sure about the second amarrian one, I am open to suggestions. This would equalize the amount of "free" modules per suit. The minmatar would still be the best for infiltration work, the gallente for recon, the caldari for assasin, and the amarr as a front-line scout. I don't recognize your name from the scout registry thread...but I do recognize most of the changes being very close to what was suggested in that thread. Gal/Min scouts got excellent buffs based on a full year of field use. Cal/Amr scouts are brand new and, although I'm excited to skill into them, I have no idea how I will exploit their stats and use the cloak to extract your tears...but extracted they shall be. On a side note, how many nova knife kills have you earned thus far for the Operation Shinobi event?
So you are just writing whatever the hell you feel like right? I mean what you wrote there has zero bearing on anything at all that was being discussed so I figure you must be on some type of drugs.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Quil Evrything
Triple Terrors
767
|
Posted - 2014.01.17 22:51:00 -
[177] - Quote
Mordecai Sanguine wrote:Quil Evrything wrote:For example, according to those units, caldari scout has walking speed of 5.4 ... which is virtually identical to a minmatar MEDIUM suit of 5.3 It's tough enough for scout-vs-medium, with the gallente currently at 5.5 (to use knives and shotguns vs anything but a stationary target) I'm thinking it will be out of the question to use knives on caldari on the run, with that speed. Which would be particuarly ironic given that they are supposedly a caldari weapon. Do you think we might get an across-the-board scout walking buff of 0.2 ? I think we should lightly nerf medium suits instead. We are in huge armors. Even with assisted help and assisted skeleton we're not supposed to be fast.
Interesting viewpoint. However, I think given the size of the maps, people would complain too much, so probably better/simpler to just increase scout walking speed. Especially since it doesnt impact anything else. ie: kincats work off sprint speed, not walking speed.
|
Azri Sarum
BurgezzE.T.F Public Disorder.
260
|
Posted - 2014.01.18 00:04:00 -
[178] - Quote
First off thank you guys for listening about the amarr / gallente armor tanking styles being backwards. Its been driving many of us crazy for quite some time. Its good to see gallente getting some regen while amarr ditching their evil dual tanking ways.
As for comments on the numbers...
I'm a bit dubious on the 2/3 split for the amarr sentinel, and a 1/4 for the gallente. I think reversing those might fit better, along with matching what you already have done with the armor values.
I think you have the listed heal armor bonuses switched. The gallente commando / sentinel have 3x the armor of the gallente scout, but the scout has 3x the heal armor.
I was expecting the caldari sentinel to have a greater spread between its armor and shields, not just a reversal of gallente. I was also not expecting minmatar to have more armor than shields. Having 3 heavies have more armor than shields is a red flag to me. I think minmatar needs to switch its armor and shield values, and i think you need to increase the spread of the caldari sentinels shield/armor spread.
spread aside, i think the minmatar sentinel is missing something. Its giving up a lot of hitpoints for quite frankly a rather minimal speed bonus. I think you should bump the speed even further. Take it to like 450. If they are going to be the fastest, make it fast enough to actually be noticeable.
EVE - Victor Maximus
DUST - Azri Sarum
|
Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
240
|
Posted - 2014.01.18 00:31:00 -
[179] - Quote
Disturbingly Bored wrote:Jacques Cayton II wrote:Disturbingly Bored wrote: 2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there Dude, I'm fine with it being shield dependent. I'm probably going to skill into it myself for Forging. But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem.
It isn't. You're thinking of it in terms of what we've had so far and so it seems strange, but it makes sense for a shield tanked heavy. It's designed to be hit and run, while the others are stand and deliver. So it has a fairly high delay (4s) to prevent it from being able to stand and deliver like the armor heavies, while the depleted delay just gives it a fighting chance if the Caldari heavy makes a slipup because there is no shield repping nanohive, there is no shield rep tool, etc.
Remember, shields do not recharge under fire, so the Caldari heavy will still need to fall back if his shields are depleted - the low depleted delay just means it won't take an eternity for his suit to be able to get back in the fight - again, balanced by the fact that an armor heavy can retreat and get his armor repped but no such luxury exists for a shield tanker.
It seems very fair when you consider how the suit is supposed to be used and the fact that you can only ever equip a single shield regulator due to the suit only having one low slot. All other heavies will be vastly superior at stand and deliver style engagements while the Caldari suit will be more suited to brief skirmishes. |
NextDark Knight
Hellstorm Inc League of Infamy
127
|
Posted - 2014.01.18 00:36:00 -
[180] - Quote
Iskandar Zul Karnain wrote:Why not give back the intended cloaking bonus to Amarr scouts?
The stamina bonus is just so vanilla.
I though you where staying off the forums?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
|
Jacques Cayton II
Fatal Absolution Covert Intervention
548
|
Posted - 2014.01.18 00:37:00 -
[181] - Quote
Scalesdini wrote:Disturbingly Bored wrote:Jacques Cayton II wrote:Disturbingly Bored wrote: 2) Caldari Sentinel: 4 second recharge delayGǪ [b]one second[b] depleted shield recharge delay?? Really?
Caldari sentinel's shield heavy. It has no armor tanking ability it is shield dependent it needs good delay times stop complaining it'll have the lowest ehp out of all heavies come on guys heavy's are meant for point defense I like everything they are throwing out there Dude, I'm fine with it being shield dependent. I'm probably going to skill into it myself for Forging. But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem. It isn't. You're thinking of it in terms of what we've had so far and so it seems strange, but it makes sense for a shield tanked heavy. It's designed to be hit and run, while the others are stand and deliver. So it has a fairly high delay (4s) to prevent it from being able to stand and deliver like the armor heavies, while the depleted delay just gives it a fighting chance if the Caldari heavy makes a slipup because there is no shield repping nanohive, there is no shield rep tool, etc. Remember, shields do not recharge under fire, so the Caldari heavy will still need to fall back if his shields are depleted - the low depleted delay just means it won't take an eternity for his suit to be able to get back in the fight - again, balanced by the fact that an armor heavy can retreat and get his armor repped but no such luxury exists for a shield tanker. It seems very fair when you consider how the suit is supposed to be used and the fact that you can only ever equip a single shield regulator due to the suit only having one low slot. All other heavies will be vastly superior at stand and deliver style engagements while the Caldari suit will be more suited to brief skirmishes. +1
We fight for the future of the State not our
personal goals
|
Howling Witch
Condotta Rouvenor Gallente Federation
8
|
Posted - 2014.01.18 01:39:00 -
[182] - Quote
Nice. Will their a skill tree reset to try the new Items in 1.8? |
Aizen Intiki
Hell's Gate Inc League of Infamy
702
|
Posted - 2014.01.18 02:02:00 -
[183] - Quote
Swap Caldari's and Gallente Scout's skills. Just mkaes more sense tbh.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
|
ALPHA DECRIPTER
Dragon-Empire
662
|
Posted - 2014.01.18 03:20:00 -
[184] - Quote
Aizen Intiki wrote:Swap Caldari's and Gallente Scout's skills. Just mkaes more sense tbh. Nooooo! Me wants to keep meh low profile
Scout Tactician
Dance puppets, DANCE!
|
Jan-Morat Reis
Immortal Guides
0
|
Posted - 2014.01.18 04:10:00 -
[185] - Quote
Unless we're all missing something, I think there's an excellent case made that the Amarr scout is under-bonused compared to the other three. I think it would be a good candidate to get an additional bonus, to the efficacy of the cloaking module. This makes a good contrast to the Minmatar bonus to Nova Knives.
|
Reav Hannari
Red Rock Outriders
2627
|
Posted - 2014.01.18 05:01:00 -
[186] - Quote
I had this idea in another thread but I'm posting it here for official feedback:
The Gallente and Caldari scouts are designed for electronic warfare with each other and it seems to be well balanced. The Amarr and Minmatar need to be similarly balanced.
The Minmatar has a well defined guerrilla role: fight dirty, backstab, take their stuff or blow it up. I see the Amarr as too proud to fight this dirty. Instead, their role is the righteous hitman. For those that refuse to see the light of their God they will force you to see it by shining it upon your brain. Give the Amarr a serious bonus to the already serious headshot damage of scrambler weapons. An Amarr assassin should be able to cloak up and one shot a Minmatar sentinel and then take out his partner.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Dunce Masterson
Savage Bullet
13
|
Posted - 2014.01.18 05:06:00 -
[187] - Quote
so you forgot the logistics and assault suits where are they at? |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
830
|
Posted - 2014.01.18 05:43:00 -
[188] - Quote
Sentinel racial bonuses don't make much sense. As the slowest suit in FPS and as the tankiest one - you are not likely to pick your fights and even less likely to be influenced by your bonuses when facing red dots in the field.
For example: if I have a bonus against AR as a heavy, I won't be able to use it to my tactical advantage and preferentially hunt the AR users - instead I would be just running into ppl and fight them regardless of their weapon type (it's not like Heavy is at liberty to disengage and retreat when faced a medium frame with non-AR) making that specific bonus to the suit not tactical at all (e.g. does not affect HOW you play the game); and if the bonus is not tactical, you might as well get rid of it altogether and make it plain 3% per level resistance to small arms.
I hope I explained this well; I hope you take time to read my reply as it addresses an important flaw in otherwise well executed suit overhaul.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
830
|
Posted - 2014.01.18 05:45:00 -
[189] - Quote
Jan-Morat Reis wrote:Unless we're all missing something, I think there's an excellent case made that the Amarr scout is under-bonused compared to the other three. I think it would be a good candidate to get an additional bonus, to the efficacy of the cloaking module. This makes a good contrast to the Minmatar bonus to Nova Knives.
I thought the other way around - amarr got better bonuses than min. Min is kinda screwed, though not too bad.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
830
|
Posted - 2014.01.18 05:48:00 -
[190] - Quote
Wow, scout seems really OP now lol. We shall see I guess.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
|
|
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
830
|
Posted - 2014.01.18 05:58:00 -
[191] - Quote
Min scout has a flaw with that hacking bonus. I know a lot of ppl want it and I gotta admit it's really nice to have but... half the maps have nothing to hack, this effectively makes Min bonus tied to the Skirmish maps. Seems kinda lame, don't you think?
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
|
NK Scout
Storm Wind Strikeforce Caldari State
2
|
Posted - 2014.01.18 06:02:00 -
[192] - Quote
Ludvig Enraga wrote:Wow, scout seems really OP now lol. We shall see I guess. Oh yea, 200 base hp and only 130 shields sounds REALLY nice (sarcasm) The cal scout needs 150 shields because **** 130 |
Jack McReady
DUST University Ivy League
1066
|
Posted - 2014.01.18 08:37:00 -
[193] - Quote
funny how all the gallente/caldari FOTM scrubs cry about minmatar getting better bonus, how about you start using your brain?
fully minmatar suits have ~15% less total EHP than gallente/caldari suits for a meager 7% speed advantage, not to mention that a gallente or caldari suit with a kincat is as fast as a minmatar suit but still has more total EHP. |
Dexter307
The Unholy Legion Of DarkStar
725
|
Posted - 2014.01.18 08:51:00 -
[194] - Quote
Lol at people saying scouts will be OP |
Nirwanda Vaughns
270
|
Posted - 2014.01.18 11:05:00 -
[195] - Quote
Looign through and seeign the expected cry for re-specs i think the best we'll end up with is a refund of sp and isk to the dropsuit command skill tree like vehicle users got last patch. but don't forget there is also a 3x sp event on weds too so plenty of sp to save to cross train
Proto and proud!!
|
Apothecary Za'ki
Biomass Positive
7
|
Posted - 2014.01.18 12:27:00 -
[196] - Quote
wait so were finally getting scout suits for other races and heavy suits for the other 3 too?
Nanite Injectors! Nanite Injectors Everywhere!
|
Reav Hannari
Red Rock Outriders
2632
|
Posted - 2014.01.18 14:59:00 -
[197] - Quote
Ludvig Enraga wrote:Min scout has a flaw with that hacking bonus. I know a lot of ppl want it and I gotta admit it's really nice to have but... half the maps have nothing to hack, this effectively makes Min bonus tied to the Skirmish maps. Seems kinda lame, don't you think?
There are plenty of systems and skills that are situational. The Minmatar scout's guerrilla tactics aren't much good in a quick ambush. Snipers aren't good for enclosed spaces. Profile dampening isn't useful in open spaces.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
evil clown82
InGlouriuos Clone Operatives
0
|
Posted - 2014.01.18 15:47:00 -
[198] - Quote
loving it ccp , love wat i see so far . i cant wait till this new suits come out and new guns to :D woooooot!! |
Boot Booter
Omega Elite Mercs INC.
236
|
Posted - 2014.01.18 15:50:00 -
[199] - Quote
Sirpidey Adtur wrote:Let's start by looking at the skill bonuses.
Sentenel: The base splash resistance is nice. But does it apply to all splash, or just explosives? (IE a railgun shot). As-is, most splash damage effects deal 70% damage to shields, 130% to armor. This will help armor tanks way more than shield tanks.
Caldari: 15% resist to blaster, 10% resist to laser. This means damage profiles will be as follows Laser: 108%, Plasma: 93.5%, rail: 90%, Projectile 95%, Explosive: 60% This makes lasers stay king of the hill, good.
Gallente: 15% to rail, 10% to projectile thus: Laser: 80%, Plasma: 90%, rail: 93.5%, Projectile: 99%, explosive: 90% Looks good.
Amarr and Minmitar: Hoo boy. the bonuses can only apply to ONE type of tank, so to get the full effect of the bonus out, you need to dual tank. Whereas the other two suits can dual tank OR single tank with other sorts of mods, and still get the full bonus.
Commando: The base effect is good, and will disproportionally effect swarm launchers and plasma cannons. Caldari: Light railgun weapons... So the Rail rifle (two variations) and the Sniper rifle (two variations). Not a lot of versatility there.
Gallente: It will get bonuses to the assault rifle( FOUR variations) , the shotgun (Two variations) and the plasma cannon, which was already significantly buffed by the other bonus.
Amarr: Bonuses to Laser rifle and Scrambler rifle (two variations)
Minmitar: Bonuses to.... Combat rifle (Two variations). (and eventually, the precision rifle, when that gets released)
Huh, looks like the Minmitar gets bonuses to ONE possible gun, which has two variations, so their bonus shoehorns them very hard. Meanwhile the Gallente have three different base types of weapons, of which there are LOTS of variations, in addition to having the plasma cannon already buffed with the reload change.
Bottom line: Minmitar got a crappy bonus, Gallente has an excellent one.
Scout: As far as the bonus goes, I can't rightly say, as we don't know the cloak's pg/cpu cost. Caldari: Scan radius and precision. Wonderful. Looks worthless, as this data is not shared with teammates. Gallente: Scan radius and profile reduction. The profile reduction MIGHT come in handy. But given the static scan precision of active scanners, there is a target that once you are under, additional reduction doesn't help. Minmitar: Hacking speed is a good bonus. Why does this suit get a bonus to a Caldari weapon? Amarr: The slowest scout gets a stamina boost? I think this would work wonderfully with a laser rifle. Good job.
Mass driver. Minmatar bonus doesn't suck.
|
NextDark Knight
Hellstorm Inc League of Infamy
128
|
Posted - 2014.01.18 15:54:00 -
[200] - Quote
Like the idea of the Caldari Heavy.. but not liking the idea that a flux and a shotgun shot is gonna instant kill me.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
|
Jacques Cayton II
Fatal Absolution Covert Intervention
549
|
Posted - 2014.01.18 16:02:00 -
[201] - Quote
NextDark Knight wrote:Like the idea of the Caldari Heavy.. but not liking the idea that a flux and a shotgun shot is gonna instant kill me. It'll take skill to use Caldari heavy after all in lore Caldari soldiers are some of the smartest on the battlefield
We fight for the future of the State not our
personal goals
|
Monty Mole Clone
Shiv M
128
|
Posted - 2014.01.18 16:05:00 -
[202] - Quote
any chance the amarr scout could get a usefull bonus |
Mystic Panda
Molon Labe. Public Disorder.
0
|
Posted - 2014.01.18 16:10:00 -
[203] - Quote
Finally a minmatar sentinel |
Centurion mkII
Kang Lo Directorate Gallente Federation
190
|
Posted - 2014.01.18 17:37:00 -
[204] - Quote
If I take a gallente heavy and add 4 complex armor plates with max skills i get 1332 armor.
THIS IS NOT ACCEPTABLE.
Please give gallente heavy 4 extra base armor to right this wrong. |
NextDark Knight
Hellstorm Inc League of Infamy
128
|
Posted - 2014.01.18 18:18:00 -
[205] - Quote
http://i.imgur.com/G06pDiL.jpg
Btw.. here are the concept art for the suits.
Bonus.. plug to return forge rof and splash for us poor heavies
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Zahle Undt
Bullet Cluster Legacy Rising
564
|
Posted - 2014.01.18 18:35:00 -
[206] - Quote
Is it just me or is the PG on all the Commando suits way too low for them to be useful? |
NextDark Knight
Hellstorm Inc League of Infamy
128
|
Posted - 2014.01.18 18:52:00 -
[207] - Quote
Zahle Undt wrote:Is it just me or is the PG on all the Commando suits way too low for them to be useful? they do that on purpose so you use the specialist equipment
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
329
|
Posted - 2014.01.18 19:32:00 -
[208] - Quote
This is an all-Sentinel post. Was just thinking about this and I'm sure someone else has brought it up, but there are many pages here and I'm not going to read through everything.
The Gallente Sentinel is better for total armor HP than the Amarr Sentinel. With a higher base speed, the impact of multiple armor plates is reduced. The native 1hp/sec repair allows a smart armor tanker to forgo using more than one repairer. And the Gallente suit has higher PG and lower CPU, which in a comparison of plates versus reppers appears to favor fitting plates. I recognize the difference in PG/CPU may be meant to reflect the two high slots on the Amarr Sentinel suit, which brings up another problem I have with the Amarr tree.
With a suit that is identical in slot layout and higher in fitting capability but also lower in ISK cost, there's no reason to waste SP on the Amarr Heavy skill past 3. In the game at present, the prototype Amarr Heavy has the advantage of two high slots, which is better if you're working with a logi because of the ability to use two damage mods, while the Sentinel suit is better if you're working solo because it adds to your survivability. If the Sentinel suit is just like the Base suit but with more PG/CPU and skill bonuses, then we have literally no reason to spec into Amarr Heavy 5. While that helps with the SP sink, it doesn't help with having options. I don't know how this reflects on the other racial heavy base suits, but in my opinion all the base suits should be distinct from their specializations in some way. Ideally, they will be more flexible: the Sentinel specializes in
Also, unless you're changing the fitting requirements of modules or the specs here are taking into account a character skilled up to level 5 in everything, these fitting amounts are kind of absurd. Right now I can fit a proto heavy with a Six Kin and all proto modules, and I only have to skimp a little bit on the grenade and sidearm. With these fittings, I could probably fit an all-proto suit without any sacrifices and without skilling up Electronics or Engineering past 3, let alone weapon fitting skills.
Finally, the Amarr and Minmatar secondary bonuses. While the Caldari and Gallente bonuses get applied over more than 50% of their total HP (and probably significantly more, given their fitting specializations), the Amarr and Minmatar secondary bonuses are not quite so useful. The Amarr suit also only has one high slot in the standard and advanced tiers, so even dual-tanking it's still getting the bonus over less than 50% of its total HP. The Minmatar on the other hand could stand to have an even 3%/3% to reflect its true dual-tanking nature. Given a measure of impact on total HP, providing a 3% resistance to both shield-laser and armor-blaster would probably put it more in line with the benefits the Caldari and Gallente are getting with their 3%/2% bonuses. That's just a guess, I haven't done calculations and really a 5% resistance to one weapon against half your HP isn't something to get all up in arms over.
I'll be interested to see how these damage-type resistances play out. I expect they'll be a bigger factor in full-team play where you can actually coordinate and focus the people with the best damage type to take out a particular racial Sentinel.
I also have no way of knowing whether the Caldari Sentinel is getting the short end of the stick or the long end: you can vaporize most of his HP and all of his resistances with a single standard flux grenade, but if he ducks and recovers for just a few seconds you'll take a pretty pounding. Either way, he'll be great for taking out both blaster (with primary skill-based resistance) and missile (with splash damage resistance and explosive-resistant shields) tanks. It will be by far the most interesting heavy suit to watch.
The Tank Balancing Factor No One Is Discussing
|
Megaman Trigger
Knights of Eternal Darkness League of Infamy
51
|
Posted - 2014.01.18 20:57:00 -
[209] - Quote
Centurion mkII wrote:If I take a gallente heavy and add 4 complex armor plates with max skills i get 1332 armor.
THIS IS NOT ACCEPTABLE.
Please give gallente heavy 4 extra base armor to right this wrong.
I'd prefer a base bonus of 5. Looks better.
Purifier. First Class.
|
NextDark Knight
Hellstorm Inc League of Infamy
128
|
Posted - 2014.01.18 21:15:00 -
[210] - Quote
CCP : Can I ask for comment on why the Commando Melee is changing from 240 to 150?
Is there a negative or positive to this change?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
1977
|
Posted - 2014.01.18 21:25:00 -
[211] - Quote
Give the Amarr scout a boost to melee damage per level. Something along the lines of the HEP module some of us have.
Try to kill it all you want CCP, I still <3 my laser.
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
82
|
Posted - 2014.01.18 21:26:00 -
[212] - Quote
I heard people are complaining for the "1 sec. recharge delay" for the Caldari Sentinel armor, implying it's a typo: I really hope it's correct as it is, because 1 left slot is almost nothing for surviving, and even by placing 3 complex damage modifiers would still require to take little to no damage when engaging enemies.
I understand 1 second is a very short amount of time, but during an heavy firefight everybody will shout "why it's still not reloading!!!", and let's not forget that the shields charges at 30 HP/s...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Dustbunny Durrr
ReD or DeaD
53
|
Posted - 2014.01.18 21:49:00 -
[213] - Quote
Talos Alomar wrote:Give the Amarr scout a boost to melee damage per level. Something along the lines of the HEP module some of us have.
As the weakest melee damage suit (scout), and as the slowest scout, how would this help? Something along the lines of X% bonus to scrambler pistol headshot damage would be much more useful. |
Disturbingly Bored
The Strontium Asylum
1445
|
Posted - 2014.01.18 22:11:00 -
[214] - Quote
Scalesdini wrote:Disturbingly Bored wrote:But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem. It isn't. You're thinking of it in terms of what we've had so far and so it seems strange, but it makes sense for a shield tanked heavy.
Okay, let's try this differently:
It is an error. CCP has confirmed it is an error, and it's going to get fixed.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
|
Jacques Cayton II
Fatal Absolution Covert Intervention
555
|
Posted - 2014.01.19 00:41:00 -
[215] - Quote
Disturbingly Bored wrote:Scalesdini wrote:Disturbingly Bored wrote:But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem. It isn't. You're thinking of it in terms of what we've had so far and so it seems strange, but it makes sense for a shield tanked heavy. Okay, let's try this differently: It is an error. CCP has confirmed it is an error, and it's going to get fixed. Well then that's the death of the shield tanker then I'll be sure to put that one low slot to good use
We fight for the future of the State not our
personal goals
|
NextDark Knight
Hellstorm Inc League of Infamy
130
|
Posted - 2014.01.19 00:46:00 -
[216] - Quote
I don't see confirmation yet.. they are testing the waters
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
233
|
Posted - 2014.01.19 01:01:00 -
[217] - Quote
Why is a MINMATAR suit getting a bonus to a CALDARI weapon? |
Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
246
|
Posted - 2014.01.19 01:40:00 -
[218] - Quote
Disturbingly Bored wrote:Scalesdini wrote:Disturbingly Bored wrote:But if the Depleted Shield Recharge Delay is less than the normal Shield Recharge Delay, that is very clearly a problem. It isn't. You're thinking of it in terms of what we've had so far and so it seems strange, but it makes sense for a shield tanked heavy. Okay, let's try this differently: It is an error. CCP has confirmed it is an error, and it's going to get fixed.
"I do think" is not exactly confirmed. |
Reav Hannari
Red Rock Outriders
2648
|
Posted - 2014.01.19 03:15:00 -
[219] - Quote
Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon?
What are you referring to?
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Summ Dude
OSG Planetary Operations Covert Intervention
109
|
Posted - 2014.01.19 03:44:00 -
[220] - Quote
Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon?
Because they're currently the only knives in the game. Can people please stop asking this now?
Not just a laymen, but the laymen.
|
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
336
|
Posted - 2014.01.19 04:57:00 -
[221] - Quote
Another note about the fitting numbers: These look like fitting numbers at maxed-out skills. The current proto heavy, for example, has 54 PG. With maxed-out Core and Engineering, it has 71 PG. With that 71 PG, I can fit a Six Kin HMG, two Complex Damage Mods, two Complex Armor Plates, a Complex Armor Repairer, a standard Scrambler Pistol and a standard Flux Grenade. If I had 72 base PG, I would have 94 total PG after maxed-out Core and Engineering. I could fit whatever I want and have about 15 PG to spare. I'm not running numbers on CPU, but it looks similar to me: I think I have about 340 at the moment.
I should also note that I haven't maxed out any of the slot- or weapon-specific fitting skills (Heavy Weapons, Sidearm Weapons, Explosives, HMG fitting, Scrambler Pistol fitting). So if these are truly the base numbers, there will be virtually no need to waste SP on all these PG/CPU adjusting skills.
The Tank Balancing Factor No One Is Discussing
|
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
233
|
Posted - 2014.01.19 08:44:00 -
[222] - Quote
Summ Dude wrote:Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon? Because they're currently the only knives in the game. Can people please stop asking this now?
Wrong answer.
HMG and FG were the only heavy weapons in game, amarr sentinel got a bonus that didn't really help either much.
Once again, why is a MINMATAR SUIT getting a bonus to an ENEMIES (the caldari) weapon? |
Nirwanda Vaughns
271
|
Posted - 2014.01.19 09:30:00 -
[223] - Quote
NextDark Knight wrote:CCP : Can I ask for comment on why the Commando Melee is changing from 240 to 150?
Is there a negative or positive to this change?
may be becasue with max miyofibril skills and complex myos the commando can get a 700hp Melee. addmitedly its not really fast enough to benefit from it but if anything actually got close to it, it wouldn't take a great deal to take something out.
Proto and proud!!
|
NextDark Knight
Hellstorm Inc League of Infamy
130
|
Posted - 2014.01.19 11:40:00 -
[224] - Quote
Nirwanda Vaughns wrote:NextDark Knight wrote:CCP : Can I ask for comment on why the Commando Melee is changing from 240 to 150?
Is there a negative or positive to this change? may be becasue with max miyofibril skills and complex myos the commando can get a 700hp Melee. addmitedly its not really fast enough to benefit from it but if anything actually got close to it, it wouldn't take a great deal to take something out.
That melee unbonused saved my clone once or twice to random runners not seeing my big suit. Lore wise I always imagined commandos strangling other clones one handed while firing with the other.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
82
|
Posted - 2014.01.19 12:48:00 -
[225] - Quote
I'm waiting to see the stats of all the suits, not only the new ones...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Tesfa Alem
Death by Disassociation Legacy Rising
68
|
Posted - 2014.01.19 17:54:00 -
[226] - Quote
Well it appears that the scout got my logi hacking skills. Which confirms to me that there are no CCP or CPM Minmatar logis. Its the only dropsuit bonus that has been traded. Instead I get to rep an extra 5 meters behind someone and give him an extra 10 bit of HP...oh wait i forgot reppers dont work through walls so its useless, and 1 bullet does more damage than my bonus rep so thats useless as well.
You're going to love it as much as I'm going to miss it. If theres a respec at this point in development i'll probably say goodbye to my proto minmatar logi. Its the end of my game saving speed hacks, so i dont see the point in going from the weakest logi but the best tactically to just being the weakest logi.
Redline for Thee, but no Redline for Me.
|
Reav Hannari
Red Rock Outriders
2661
|
Posted - 2014.01.19 18:46:00 -
[227] - Quote
Crimson Cerberes wrote:Summ Dude wrote:Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon? Because they're currently the only knives in the game. Can people please stop asking this now? Wrong answer. HMG and FG were the only heavy weapons in game, amarr sentinel got a bonus that didn't really help either much. Not to mention in over a decade CCP has never given any racial vehicle/dropsuit a bonus to the racial enemies weapons. Once again, why is a MINMATAR SUIT getting a bonus to an ENEMIES (the caldari) weapon?
According to one of the devs the Ishukone corporation has supported the Minmatar for some time now. That and CCP hasn't delivered Matari knives yet. Modelling them must be really difficult with all those moving parts.
Seriously. I'm not training knives past operations 3 until I get a native version.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Summ Dude
OSG Planetary Operations Covert Intervention
127
|
Posted - 2014.01.19 19:05:00 -
[228] - Quote
Crimson Cerberes wrote:Summ Dude wrote:Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon? Because they're currently the only knives in the game. Can people please stop asking this now? Wrong answer. HMG and FG were the only heavy weapons in game, amarr sentinel got a bonus that didn't really help either much. Not to mention in over a decade CCP has never given any racial vehicle/dropsuit a bonus to the racial enemies weapons. Once again, why is a MINMATAR SUIT getting a bonus to an ENEMIES (the caldari) weapon?
The present sentinel role bonus is absolutely useless for heavy weapons yes, CCP's well aware of it (though I have no idea what they were thinking), the Amarr Sentinel bonus is a bonus to reload speed for heavy weapons....which would help non-Amarr weaponry. This isn't Eve, and there's a whole lot less to work with. The Minmatar Scout seems to be designed with an infiltrator/guerilla warfare role in mind, so a bonus to a melee weapon makes sense, but there's only the one right now.
So, yea, I'm actually thinking right answer.
Not just a laymen, but the laymen.
|
Maken Tosch
Edimmu Warfighters Gallente Federation
6500
|
Posted - 2014.01.19 21:04:00 -
[229] - Quote
Tesfa Alem wrote:Well it appears that the scout got my logi hacking skills. Which confirms to me that there are no CCP or CPM Minmatar logis. Its the only dropsuit bonus that has been traded. Instead I get to rep an extra 5 meters behind someone and give him an extra 10 bit of HP...oh wait i forgot reppers dont work through walls so its useless, and 1 bullet does more damage than my bonus rep so thats useless as well.
You're going to love it as much as I'm going to miss it. If theres a respec at this point in development i'll probably say goodbye to my proto minmatar logi. Its the end of my game saving speed hacks, so i dont see the point in going from the weakest logi but the best tactically to just being the weakest logi.
Be happy that a dropsuit command respec is highly likely at this point.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
|
Maken Tosch
Edimmu Warfighters Gallente Federation
6500
|
Posted - 2014.01.19 21:05:00 -
[230] - Quote
Crimson Cerberes wrote:Summ Dude wrote:Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon? Because they're currently the only knives in the game. Can people please stop asking this now? Wrong answer. HMG and FG were the only heavy weapons in game, amarr sentinel got a bonus that didn't really help either much. Not to mention in over a decade CCP has never given any racial vehicle/dropsuit a bonus to the racial enemies weapons. Once again, why is a MINMATAR SUIT getting a bonus to an ENEMIES (the caldari) weapon?
We'll get the Minmatar knives, don't worry. Sheesh, so much impatience for a piece of scrap metal with duck tape for a handle.
OK, CCP. When are knives finally going to be improved?
CLOSED BETA VETERAN SINCE REPLICATION BUILD
|
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
83
|
Posted - 2014.01.19 22:13:00 -
[231] - Quote
Considering the previous vehicle RESPEC which gave us back the SP of both "Vehicles" and "Vehicles Upgrade", I really hope CCP will do the same this time, meaning that returning the Armors SP only would be a problem for almost all of us.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Reav Hannari
Red Rock Outriders
2671
|
Posted - 2014.01.20 00:18:00 -
[232] - Quote
Maken Tosch wrote:We'll get the Minmatar knives, don't worry. Sheesh, so much impatience for a piece of scrap metal with duck tape for a handle.
But, it'll be my piece of scrap and duct tape made by my people. That means something to me.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
|
NextDark Knight
Hellstorm Inc League of Infamy
130
|
Posted - 2014.01.20 00:38:00 -
[233] - Quote
Am I the only one that listens to CCP about repec? 31m skillpoints and I haven't even gotten a proto suit yet. They where clear that they will #@$ up bonuses all day long to **** people off, yet the will only do a respect if the tree physically changes like it did for vehicles.
The lore is going to be early in the clone wars some suits where not around and some races where ahead of others in development. That is why the early mercs have a spread out skill tree.
Grabbed from another great Dust Post
............................................________ ....................................,.-'"...................``~., .............................,.-"..................................."-., .........................,/...............................................":, .....................,?......................................................, .................../...........................................................,} ................./......................................................,:`^`..} .............../...................................................,:"........./ ..............?.....__.........................................:`.........../ ............./__.(....."~-,_..............................,:`........../ .........../(_...."~,_........"~,_....................,:`........_/ ..........{.._$;_......"=,_......."-,_.......,.-~-,},.~";/....} ...........((.....*~_......."=-._......";,,./`..../"............../ ...,,,___.`~,......"~.,....................`.....}............../ ............(....`=-,,.......`........................(......;_,,-" ............/.`~,......`-...................................../ .............`~.*-,.....................................|,./.....,__ ,,_..........}.>-._...................................|..............`=~-, .....`=~-,__......`,................................. ...................`=~-,,.,............................... ................................`:,,...........................`..............__ .....................................`=-,...................,%`>--==`` ........................................_..........._,-%.......` ...................................,
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
kal berlin
Isuuaya Tactical Caldari State
0
|
Posted - 2014.01.20 01:17:00 -
[234] - Quote
Maken Tosch wrote:Crimson Cerberes wrote:Summ Dude wrote:Crimson Cerberes wrote:Why is a MINMATAR suit getting a bonus to a CALDARI weapon? Because they're currently the only knives in the game. Can people please stop asking this now? Wrong answer. HMG and FG were the only heavy weapons in game, amarr sentinel got a bonus that didn't really help either much. Not to mention in over a decade CCP has never given any racial vehicle/dropsuit a bonus to the racial enemies weapons. Once again, why is a MINMATAR SUIT getting a bonus to an ENEMIES (the caldari) weapon? We'll get the Minmatar knives, don't worry. Sheesh, so much impatience for a piece of scrap metal with duck tape for a handle.
loooools dont knock duck tape for a handle it's actually pretty great that slight stickiness will keep the sword in your hand even in the rain it's awesome. just get black version or else it really does look like crap. (from experience, Floridian samurai ;) ) |
ChromeBreaker
SVER True Blood Public Disorder.
1513
|
Posted - 2014.01.20 08:29:00 -
[235] - Quote
MIni scout gets a bonus to nova knives... more will be coming out chill...
Mini sentinal on the other and seems a little... underwhelming (at least compared o the other sentinals)
The answer is "ForgeGun"... doesnt matter what the question is...
|
Spectral Clone
Dust2Dust. Top Men.
1053
|
Posted - 2014.01.20 11:00:00 -
[236] - Quote
I think it could be a good idea to improve the Caldari commando by adding a bonus to missile weaponry, similar to minmatars explosive weaponry. Since the Caldari are more missile oriented than minmatar.
The light weapon damage bonus could be:
Caldari Commando: +2% damage to light - hybrid weapons and light - missile based weapons.
This will kind of steer the Caldari commando-¦s role a bit, but I think it is supposed to provide supressive fire against infantry and vehicles.
In general, the commando damage bonus should be +2% per level on race assault rifle and +2% per level to race AV weapon per level. i.e. this bonus is already implemented for Amarr and Gallente, since Gallente AV is blaster tech (plasma cannon), and Amarrs (unreleased) light AV will probably be laser based.
My proposal would at least bring a balance from the commando role perspective, there might be some other fallacies with my idea though. |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
96
|
Posted - 2014.01.20 11:58:00 -
[237] - Quote
is is just me, or is the excel link for the weapons
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
|
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
96
|
Posted - 2014.01.20 12:02:00 -
[238] - Quote
also, does the gallante sentinel have 4 lows 1 high?because if it does, that,s the same as the amar sentinel, and the gallante has a smaller base pool of armor. I think they need a 5th low slot, or more base armor and less base shields. The passive healing....just doesn't seem appealing.
Unofficial D.A.R.K.L.E.G.I.O.N team mascot.
|
this guy kyle
Sardaukar Merc Guild General Tso's Alliance
5
|
Posted - 2014.01.20 14:53:00 -
[239] - Quote
Maybe having to skill into your repair tool healing more armor? Idk, it's cool that one tool heals a certain amount, but I'm a full die hard logi, which is one aspect I love about the game. |
Tom Hamp
Subsonic Synthesis RISE of LEGION
6
|
Posted - 2014.01.20 15:50:00 -
[240] - Quote
CCP can you display the pictures of the new sentinels,scouts,and commandos it would be awesome
the sentinel AK.0 heavy pointmen of defense
|
|
Dimitri Rascolovitch
The Immortal Knights
116
|
Posted - 2014.01.20 16:52:00 -
[241] - Quote
i love it, but the data link is to the pistol ranges not the suit stats
...Yeah, i use a heavy machine gun, and I think i do a Damn good job at it.
i eat babies
forum warrior Lv0
|
Dustbunny Durrr
ReD or DeaD
54
|
Posted - 2014.01.20 17:39:00 -
[242] - Quote
Spartan MK420 wrote:also, does the gallante sentinel have 4 lows 1 high?because if it does, that,s the same as the amar sentinel, and the gallante has a smaller base pool of armor. I think they need a 5th low slot, or more base armor and less base shields. The passive healing....just doesn't seem appealing.
The amarr proto sentinel is changing to be 2 highs and 3 lows, along with lower base speed than the gallente sentinel. |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
361
|
Posted - 2014.01.20 18:33:00 -
[243] - Quote
Please address the scout bonus problem. Right now this is how it works out:
Minmatar bonuses = 5 free modules (4 proto type and 1 basic) Gallente bonuses = 3 free modules (1 proto 1 adv 1 basic) Caldari bonuses = 3 free modules (1 proto 2 basic) Amarr bonuses = 0.66 free modules (2/3rds of a basic module)
Please normalize this.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Dremel wp
Shadow Company HQ
7
|
Posted - 2014.01.20 18:35:00 -
[244] - Quote
Why does the Amarr commando have the same overall HP as Caldari/Gallente? |
Ku Shala
Onuoto Uakan Huogaatsu
769
|
Posted - 2014.01.20 20:04:00 -
[245] - Quote
Gallante seems op with free reppers
Onuoto Uakan Huogaatsu Apply today!
For the State
Caldari Loyalist
|
JDEZ09
Dark Side Alliance
32
|
Posted - 2014.01.20 20:07:00 -
[246] - Quote
We need to see the plans for the 1.8 medium class suits ccp please.
I dont know what changes you all plan to make to the assaults and logis. Im trying to calculate just how bad yall are gonna mess up the amarr suits this time around.
Rep mods on an Amarr assault suit are pointless with only three available slots. I still have to stay below at Least advanced scanners (1 profile damp) so that minimal module stuff just wont work.
The heat reduction bonus is the most important buff on this suit currently, its lore worthy and shouldnt be touched. If anything just change the general assault bonus to make assaults more assaulty. Better slayers than ALL other suits in medium ranges. |
jNs Vital
2Shitz 1Giggle
0
|
Posted - 2014.01.21 02:21:00 -
[247] - Quote
So when is the 1.8 going to be released? |
Nocturnal Soul
Immortal Retribution
1686
|
Posted - 2014.01.21 02:43:00 -
[248] - Quote
There have been 4-5 threads in general discussion that range for 30 comments to over a 100 that I insist y'all check out.
"The trick to creativity is knowing how to hide your sources..." Albert Einstein
|
Maciej Szambelan
Made in Poland... E-R-A
33
|
Posted - 2014.01.21 04:04:00 -
[249] - Quote
CR to get another 10% bonus to ROF? It has to be joke right? |
Nickolas 514
Venezuela CORP Amenaza Inminente
18
|
Posted - 2014.01.21 04:52:00 -
[250] - Quote
when you go to take out light weapons of heavy suits? |
|
|
CCP Logibro
C C P C C P Alliance
4488
|
Posted - 2014.01.21 08:48:00 -
[251] - Quote
So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know!
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
|
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5718
|
Posted - 2014.01.21 09:03:00 -
[252] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Honestly sounds right in my opinion. I was actually predicting a 1 second (and even potentially 0 second) recharge delay for the Caldari Sentinel, with the reasoning that since it is shield based it cannot take advantage of the extremely useful repair tools, so it'd need a fast shield delay to start regening competitively.
ARC Commander
CPM Info and Q&A - Status: Open
|
pagl1u M
The Rainbow Effect
245
|
Posted - 2014.01.21 09:03:00 -
[253] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Nooooooooooo!! |
NK Scout
Storm Wind Strikeforce Caldari State
45
|
Posted - 2014.01.21 09:28:00 -
[254] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! The regular recharge delay needs to be lower than 4, as it cant have logis, have it at 3 or lower. |
NextDark Knight
Hellstorm Inc League of Infamy
132
|
Posted - 2014.01.21 11:03:00 -
[255] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know!
Thank you.. can't wait for 1.8!
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
NextDark Knight
Hellstorm Inc League of Infamy
132
|
Posted - 2014.01.21 11:06:00 -
[256] - Quote
NK Scout wrote:CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! The regular recharge delay needs to be lower than 4, as it cant have logis, have it at 3 or lower.
The suit is different, The Regular recharge deplay needs to say that high. I speculate they want a duck and cover gameplay for the Cal heavy suit. It's gonna be crazy hard to keep the shield recharge delay kicking in under fire.. cause you get nailed into shield.. 2 seconds out of fire.. stray bullet hits you.. another 4 seconds to wait for reps again because you not depleted anymore.
It's going to make it a very exciting suit.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
90
|
Posted - 2014.01.21 11:22:00 -
[257] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know!
You prevented that suit from becoming TOTALLY USELESS even before being released!
Good job.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
NK Scout
Storm Wind Strikeforce Caldari State
47
|
Posted - 2014.01.21 12:33:00 -
[258] - Quote
NextDark Knight wrote:CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Thank you.. can't wait for 1.8! Careful, Logibro is dropping a confirmation hive! and i raise him a troll revive |
Flix Keptick
Red Star. EoN.
3328
|
Posted - 2014.01.21 15:09:00 -
[259] - Quote
A caldari sentinel with 4 complex shield extenders and the shield skill at 5 will have 929 shields This is glorious
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1471
|
Posted - 2014.01.21 15:09:00 -
[260] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Thanks for checking. That is an interesting answer, fits the race and the role well, and will give the suit an unique feel and playstyle.
And there will be Caldari Sentinel Beasts. Epic fights ahead =)
Well done CCPeeps.
I support SP rollover.
|
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
339
|
Posted - 2014.01.21 15:19:00 -
[261] - Quote
Flix Keptick wrote:A caldari sentinel with 4 complex shield extenders and the shield skill at 5 will have 929 shields This is glorious Yes, but you won't want to put your shields above 900. Standard flux grenade is 1200 damage, with the 25% resistance to splash it will be 900. So, you get hit with a flux grenade and have 29 shields and wait 4 seconds for recharge to kick in, or you get hit with a flux grenade, it takes out all your shields and you wait 1 second for a recharge cycle of 30. Better to put something else on that fourth slot.
I'm really interested to see how the Caldari Sentinel plays out now.
What about the racial basic heavies and lights? Shouldn't we be getting those numbers as well?
The Tank Balancing Factor No One Is Discussing
|
Alldin Kan
Imperfects Negative-Feedback
943
|
Posted - 2014.01.21 16:06:00 -
[262] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Will you guys be making further tweaks for the Gallente Heavy? With shields taking up 43% of base HP AND being the first layer to take damage many will forced to chose between higher DPS with sluggish Shield Regen or Higher Shield regen with lowest DPS compared to other Heavies.
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
|
Haldiron
Ostrakon Agency Gallente Federation
0
|
Posted - 2014.01.21 18:58:00 -
[263] - Quote
To the guy saying that the minmatar scout bonus is equiv to three damage mods, you are wrong. It is equivalent to ONE basic myofibril stim. |
Summ Dude
OSG Planetary Operations Covert Intervention
146
|
Posted - 2014.01.21 20:35:00 -
[264] - Quote
I just really hope that the Gallente Sentinel and Commando end up with more armor reps than the Scout.
Not just a laymen, but the laymen.
|
Tom Hamp
Subsonic Synthesis RISE of LEGION
7
|
Posted - 2014.01.21 20:56:00 -
[265] - Quote
well since all races have their own rifles do ya think they'll remod the starter fits.
the sentinel AK.0 heavy pointmen of defense
|
NextDark Knight
Hellstorm Inc League of Infamy
135
|
Posted - 2014.01.21 21:21:00 -
[266] - Quote
Tom Hamp wrote:well since all races have their own rifles do ya think they'll remod the starter fits.
Haha, Laser Riffle, Combat Rifle and a Rail Riffle Frontline. I think it would be to scary for the New players to not have a Assault Riffle.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Tom Hamp
Subsonic Synthesis RISE of LEGION
8
|
Posted - 2014.01.21 22:45:00 -
[267] - Quote
laser? scrambler rifle more or less but less efficient without skills quicker heat build up less ammo ya know that typical kind of stats laser does not make a very effective frontline weapon or as militia.
the sentinel AK.0 heavy pointmen of defense
|
IgniteableAura
Pro Hic Immortalis
548
|
Posted - 2014.01.22 02:50:00 -
[268] - Quote
CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know!
Mother of God
PHI Recruitment
or PHIsh Tank in game
Youtube
|
TunRa
NEW OMENS
401
|
Posted - 2014.01.22 03:44:00 -
[269] - Quote
Wait why are the gallente not the most armor tanking of the sentinels? I just want to have 1500 gallente sentinel...
Thanks CCP Foxfour
|
Sinboto Simmons
SVER True Blood Public Disorder.
4105
|
Posted - 2014.01.22 05:06:00 -
[270] - Quote
IgniteableAura wrote:CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Mother of God Next question: what's it's shield regen?
Sinboto - The True Blood Minja
Forum Warrior level 4
STB-Infantry (Demolition)
|
|
Rorschach Horizon
Hellstorm Inc League of Infamy
11
|
Posted - 2014.01.22 06:41:00 -
[271] - Quote
NextDark Knight wrote:http://i.imgur.com/G06pDiL.jpg
Btw.. here are the concept art for the suits.
Bonus.. plug to return forge rof and splash for us poor heavies
The Minmatar heavy looks like a paper mache Michelin Man... lol |
Summ Dude
OSG Planetary Operations Covert Intervention
146
|
Posted - 2014.01.22 06:53:00 -
[272] - Quote
TunRa wrote:Wait why are the gallente not the most armor tanking of the sentinels? I just want to have 1500 gallente sentinel...
They're trying to follow the Eve racial styles more. So Amarr are about massive buffer armor tanking, and Gallente are about regen armor tanking.
Not just a laymen, but the laymen.
|
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
394
|
Posted - 2014.01.22 07:28:00 -
[273] - Quote
(Minnie scout.)
... Hacking, nice ... nova knives, still nice ... AAAH! My profile! I'll be a sitting duck for the goddamn active scanners!
Wait. Scouts get 35 base profile across the board? Okay, this may work. Color me intrigued. |
Sir Snugglz
Red Star. EoN.
275
|
Posted - 2014.01.22 08:23:00 -
[274] - Quote
where are the changes to the logi?
Luck is just one of my skills
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
94
|
Posted - 2014.01.22 09:47:00 -
[275] - Quote
Sinboto Simmons wrote:IgniteableAura wrote:CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Mother of God Next question: what's it's shield regen?
30 HP/s assuming what's written there is correct - and I believe so.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Oxskull Duncarino
Tickle My Null-Sac
369
|
Posted - 2014.01.22 14:23:00 -
[276] - Quote
CCP Frame - Is the 2% damage per level for the Gal commando suppose to be for plasma weapons or just, as posted, for blaster weapons? |
Fristname Family name
The New Age Outlaws WINMATAR.
50
|
Posted - 2014.01.22 14:29:00 -
[277] - Quote
Ghermard-ol Dizeriois wrote:Sinboto Simmons wrote:IgniteableAura wrote:CCP Logibro wrote:So I checked with CCP Remnant, and the Caldari Sentinel Shield Depleted Recharge Delay is supposed to be 1. It is not a typo.
The more you know! Mother of God Next question: what's it's shield regen? 30 HP/s assuming what's written there is correct - and I believe so. Are you all forgeting what you complained about befor 1.7? Sheild extenders have a like 7% increase to sheild recharge delay and this would make it at least 3 secs ( maybe idk ) but also if I saw a cal heavy ill just flux hmg and walk off thats why the depleated is 1sec so you dont have a major dissadvantage. Honestly if you had 0 shields and 400- armour would you wait 5 secounds for that op assault suit to come around the corner? The race is a sheild race they have be3n working on this suit for 200years sory I mean 2 years. I think they would have a 1 sec depleated recharge bonus by now.
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
|
NextDark Knight
Hellstorm Inc League of Infamy
136
|
Posted - 2014.01.22 17:44:00 -
[278] - Quote
A little birdy told me there is going to be added Heavy Armor Reapers for the extra PG and CPU on the Gal and Amarr heavy suits. 3 then 5 then 10 hp/s for basic, enhanced and complex.
Not sure if I like the rumor.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Dj grammer
Red Star. EoN.
116
|
Posted - 2014.01.22 18:31:00 -
[279] - Quote
Oxskull Duncarino wrote:CCP Frame - Is the 2% damage per level for the Gal commando suppose to be for plasma weapons or just, as posted, for blaster weapons? It seems that blaster and plasma counts under the same thing
Open Beta (12/13/2012) to a 1-year Vet.
Tends to flip the table when seeing the words:
YOU HAVE BEEN SCANNED
|
Ankbar Latrommi
Immortal Guides
39
|
Posted - 2014.01.22 19:14:00 -
[280] - Quote
CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress!
Not a fan of method you've taken for resistances. "hybrid-rail" is a damage type? Sounds like a weapon/delivery mechanic classification to me. Why not a bonus to thermal/kinetic damage resistance?
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
|
|
David Spd
Caldari State
121
|
Posted - 2014.01.22 19:24:00 -
[281] - Quote
Goric Rumis wrote:Flix Keptick wrote:A caldari sentinel with 4 complex shield extenders and the shield skill at 5 will have 929 shields This is glorious Yes, but you won't want to put your shields above 900. Standard flux grenade is 1200 damage, with the 25% resistance to splash it will be 900. So, you get hit with a flux grenade and have 29 shields and wait 4 seconds for recharge to kick in, or you get hit with a flux grenade, it takes out all your shields and you wait 1 second for a recharge cycle of 30. Better to put something else on that fourth slot. I'm really interested to see how the Caldari Sentinel plays out now. What about the racial basic heavies and lights? Shouldn't we be getting those numbers as well?
I agree with your opinion on the fourh slot. As a caldari assault mai, I can say that full complex on proto is nice, but once they're down you're essentially dead.
Other races get armor reps. Caldari you shields are YOUR responsibility. Once I max my core skills one complex recharger is going in.
In my opinion Caldari need to invest in Extenders, rechargers and regulators. Doesn't leave much flexibility, but it's fun to laugh at the Gallente as they run from the tinest explosions. They get in there & get stuff done; we stay back nd pick dudes off. Love Rail rifle.
Sorry for the mass typos. Tired & on Vita.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
|
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
394
|
Posted - 2014.01.22 19:41:00 -
[282] - Quote
Ankbar Latrommi wrote:CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress! Not a fan of method you've taken for resistances. "hybrid-rail" is a damage type? Sounds like a weapon/delivery mechanic classification to me. Why not a bonus to thermal/kinetic damage resistance? "Hybrid-rail" is a weapon category in Eve (and, by extension, in DUST). A "hybrid" is a combination energy/projectile weapon. The category's more meaningful in Eve, where hybrids both drain capacitor (like energy weapons-- lasers) and eat ammo (like projectile weapons-- artillery and autocannon).
Hybrids come in two flavors: blaster and rail. In Eve's damage rubric (which DUST mostly replicates without using), blasters do a pile of heat damage (a little more shield damage, a little less armor) and a bit of kinetic (a little less shield, a little more armor), while rails do a smaller pile of kinetic and even less heat, theoretically making up in range what they lack in DPS.
So, yes, hybrid-rail is a damage type (somewhat more damage to armor, somewhat less to shields) that is based on a weapon/delivery mechanic classification.
The terminology makes sense in the world, just not in our specific context. |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
285
|
Posted - 2014.01.22 20:54:00 -
[283] - Quote
Gal heavis should get another low slot and cal heavies should get another high slot other wise the othe frames will nearly be able to the same total hp a heavy can ,like they can now, heavies should have more total hp than any oher suit,by far, its the reason were so slow and so big, Everyone has seen medium frames with over 12k hp The speraion from medium possible hp to heavy needs to be greater
Director:
Diplomat
Search DL514 to apply, include some character details
|
Ankbar Latrommi
Immortal Guides
40
|
Posted - 2014.01.22 20:54:00 -
[284] - Quote
Yun Hee Ryeon wrote:In Eve's damage rubric (which DUST mostly replicates without using), blasters do a pile of heat damage (a little more shield damage, a little less armor) and a bit of kinetic (a little less shield, a little more armor), while rails do a smaller pile of kinetic and even less heat, theoretically making up in range what they lack in DPS.
Not correct. Rails and blasters, as hybrid weapons, use the same ammo. The ammo is what determines damage types on all turrets and launchers. Rails and blasters have different damage multipliers, optimal ranges, falloff, tracking, and etc...but the damage types and proportions are the same when using the same ammo.
T2 ammo is specific to long/short turrets and their damage profile is likely different btwn T2 rail ammo and T2 blaster ammo. But for the other 2/3 of the ammos the type of hybrid turret does not affect the damage profile.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
|
Yun Hee Ryeon
Dead Six Initiative Lokun Listamenn
395
|
Posted - 2014.01.23 01:17:00 -
[285] - Quote
Ankbar Latrommi wrote:Yun Hee Ryeon wrote:In Eve's damage rubric (which DUST mostly replicates without using), blasters do a pile of heat damage (a little more shield damage, a little less armor) and a bit of kinetic (a little less shield, a little more armor), while rails do a smaller pile of kinetic and even less heat, theoretically making up in range what they lack in DPS. Not correct. Rails and blasters, as hybrid weapons, use the same ammo. The ammo is what determines damage types on all turrets and launchers. Rails and blasters have different damage multipliers, optimal ranges, falloff, tracking, and etc...but the damage types and proportions are the same when using the same ammo. T2 ammo is specific to long/short turrets and their damage profile is likely different btwn T2 rail ammo and T2 blaster ammo. But for the other 2/3 of the ammos the type of hybrid turret does not affect the damage profile. Ah, yes. That's right.
Sorry; it's been a while. |
KING CHECKMATE
Ametat Security Amarr Empire
3929
|
Posted - 2014.01.23 01:36:00 -
[286] - Quote
The Amarr Scout's Bonus to stamina is one of the WORST Bonuses i've seen.
#Highlydissapointed
GIVE ME A RESPEC CCP.
|
ladwar
Death by Disassociation Legacy Rising
1968
|
Posted - 2014.01.23 03:28:00 -
[287] - Quote
i would love to meet who ever does your graphs/dev blogs. bonus cost to scout suits= more cost of fitting; is that really what you guys mean because i would see that as massive oversight and really anger the scouts looking froward to them. seriously, wtf is with you guys and proof reading / typos.
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
not looking for a corp, don't ask.
|
KILL3R H3LLH0UND
OSG Planetary Operations Covert Intervention
0
|
Posted - 2014.01.23 16:00:00 -
[288] - Quote
So is the respec confirmed? and if it happens will it be for drop suits or a full respec? |
NextDark Knight
Hellstorm Inc League of Infamy
143
|
Posted - 2014.01.23 17:18:00 -
[289] - Quote
Reminder CCP : Don't forget warpoints for damage done for us Forge and Swarm Users.
ALSO : We need to know if the Caldari Commando gets bonus for Swarm Launcher and if it shared with the Mini Commando which isn't necessarily a bad thing.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Glass Zeraki
The Phoenix Federation
3
|
Posted - 2014.01.23 17:51:00 -
[290] - Quote
The stats look interesting. Kind of looks like the Commandos are being pushed in the direction I wanted Assaults to go :/ What's the point of being an Assault? Waiting for the official Logistics and Assault stats... O_O"
The leaked Assault stats I saw had a RoF increase to light weapons bonus that I think needs to be replaced with something else. All that bonus would do is make me run out of ammo faster when I miss. I would love a pure damage bonus...something to that effect. |
|
Arkena Wyrnspire
Fatal Absolution Covert Intervention
8278
|
Posted - 2014.01.23 17:55:00 -
[291] - Quote
Glass Zeraki wrote:The stats look interesting. Kind of looks like the Commandos are being pushed in the direction I wanted Assaults to go :/ What's the point of being an Assault? Waiting for the official Logistics and Assault stats... O_O"
The leaked Assault stats I saw had a RoF increase to light weapons bonus that I think needs to be replaced with something else. All that bonus would do is make me run out of ammo faster when I miss. I would love a pure damage bonus...something to that effect.
I would also be interested to see the new stats for assaults and logistics.
Level 8 Forum Warrior
Lenin of the glorious armoured revolution
|
deezy dabest
Warpoint Sharx
178
|
Posted - 2014.01.23 18:07:00 -
[292] - Quote
how is the spawn time bonus going to be calculated.
For instance:
The imperial uplinks have a spawn time of 8 seconds. The 10% reduction form the amarr logi would be .8 seconds reduction. Is this .8 going to be rounded up making it a 7 second spawn.
Either way the spawn time bonus as I see it should be increased as it makes proto and LP uplinks a bit of a waste when you get almost identical times with the bonus applied to advanced uplinks. |
Flix Keptick
Red Star. EoN.
3334
|
Posted - 2014.01.23 18:56:00 -
[293] - Quote
wouldn't it make more sense if the caldari scout had the nova knife bonus? I thought nova knives were a caldari weapon!
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
|
Galthur
Fatal Absolution Covert Intervention
274
|
Posted - 2014.01.23 19:48:00 -
[294] - Quote
Ku Shala wrote:Gallante seems op with free reppers Yes 1hp/s is op, please nerf as it will take a mere 5 minutes for the gallente to regen all their armor, way too short (sorry for sarcasm)
Get recruits for me, receive millions of ISK. Buying BPO Codes.
[Forum Level: 8]
[Scamming Level: 3]
|
mordiby
G.R.A.V.E INTERGALACTIC WARPIGS
53
|
Posted - 2014.01.23 19:51:00 -
[295] - Quote
This is going to be a big skill tree reformation, is there going to be a SP reset?
Director of G.R.A.V.E
NBK The Leppy
|
Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
43
|
Posted - 2014.01.23 19:54:00 -
[296] - Quote
mordiby wrote:This is going to be a big skill tree reformation, is there going to be a SP reset? changing bonuses is not reformation. Is there going to be a reformation?
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
|
Summ Dude
OSG Planetary Operations Covert Intervention
147
|
Posted - 2014.01.23 20:48:00 -
[297] - Quote
So, I just noticed that none of the Commando bonuses are listed as "per level". They are all per level, right?
Not just a laymen, but the laymen.
|
Mordecai Sanguine
What The French
326
|
Posted - 2014.01.23 21:29:00 -
[298] - Quote
CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress! [img]http://web.ccpgamescdn.com/dust/news.control/65556/1/dropsuitskills181.jpg[/img]UPDATE: And due to the popular demand, here is the excel sheet version of all the data! We're really excited to share these stats with you, and look forward to your constructive feedback! :)
Laser Light weapons actually almost NEVER reload. SCR : 45 bullet reload every 5 minutes => Faster reload will be useless AND ugly the SCr reload is already pretty fast. Laser Rifle : Same pretty useless AND will make the animation totally UGLY.
The ENTIRE Commando skill is TOTALLY useless for the Amarr Commando. CCP when there's a skills that is TOTALLY useless why it is ALWAYS for the Amarr ???
If you keep the Reload for the Commando Skill (BORINNNNNNNNNG) at least make it possible to unable it. I don't want these crappy faster reload animation on my Commando Amarr.
Commando is supposed to be a master of weaponery that excel with Light weapons. The Commando Skill should be : 4% of PG/CPU reduction on Light-Weapons.
Not relaod speed which be useless AGAIN for the Amarr (Why you keep hating us ???) And totally buffing Minmatarr (AGAIN. Seriously the CCp guy who balance this game is for Minmatarr and HATE Ammarians).
Scout Bonus : -Amarr : Less than a free Basic Module and the modle which takes the less PG/CPU. -Minmatarr : 3 free Complex mod 2 free enhanced.
SERIOUSLY CCP ????? Look at your bonuses PLEASE. |
KING CHECKMATE
Ametat Security Amarr Empire
3978
|
Posted - 2014.01.23 22:22:00 -
[299] - Quote
Mordecai Sanguine wrote:CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress! [img]http://web.ccpgamescdn.com/dust/news.control/65556/1/dropsuitskills181.jpg[/img]UPDATE: And due to the popular demand, here is the excel sheet version of all the data! We're really excited to share these stats with you, and look forward to your constructive feedback! :) Laser Light weapons actually almost NEVER reload. SCR : 45 bullet reload every 5 minutes => Faster reload will be useless AND ugly the SCr reload is already pretty fast. Laser Rifle : Same pretty useless AND will make the animation totally UGLY. The ENTIRE Commando skill is TOTALLY useless for the Amarr Commando. CCP when there's a skills that is TOTALLY useless why it is ALWAYS for the Amarr ??? If you keep the Reload for the Commando Skill (BORINNNNNNNNNG) at least make it possible to unable it. I don't want these crappy faster reload animation on my Commando Amarr. Commando is supposed to be a master of weaponery that excel with Light weapons. The Commando Skill should be : 4% of PG/CPU reduction on Light-Weapons. Not relaod speed which be useless AGAIN for the Amarr (Why you keep hating us ???) And totally buffing Minmatarr (AGAIN. Seriously the CCp guy who balance this game is for Minmatarr and HATE Ammarians). Scout Bonus : -Amarr : Less than a free Basic Module and the modle which takes the less PG/CPU. -Minmatarr : 3 free Complex mod 2 free enhanced. SERIOUSLY CCP ????? Look at your bonuses PLEASE.
SERIOUSKLY , WTH.
This is serious issue.Its so bad the only option ''competitive'' players have is to play a race they dont really want because their race just plain sucks BONUS wise. And if you DO skill into an Amarrian dropsuit like the scout,you wont be using it in Platenary COnquest and other important matches, you'll be using the Gallente/Cal or Min because of the actually USEFUL bonuses. Scout = Useless Commando = Useless Assault = UBER Useless (So bad than NOW the amarr logi has this ''repair rate'' bonus and it makes no difference, on a 4 LOW slot suit...)
Sentinel = Good Logi=Very Good
So we have 5 classes, 3 of them have the worst Bonuses compared to other racial suits of the same type.
Now some will say bonuses are not that bad, but none of these people use amarr dropsuits or WONT use them once 1.8 hits, not to mention they wont spend a single SP on them if we get a respec. Example: People saying the Minamtar Assault bonus is as bad as the Amarr one. DUDE, if you dont want it i would be more than pleased to change the 5% Armor rep rate per level for your DAMAGE MOD bonus, and Amarr assaults have only 3 highs compared to your 5....
GIVE ME A RESPEC CCP.
|
GVGMODE
WorstPlayersEver
116
|
Posted - 2014.01.23 22:46:00 -
[300] - Quote
I don't see any reason why Gallente Heavy/Assault/Scout shouldn't be the only and supreme class.
Amarr is sent into the abyss of junk... Shield tankers remain irrelevant and weak... |
|
Flix Keptick
Red Star. EoN.
3347
|
Posted - 2014.01.24 04:39:00 -
[301] - Quote
Flix Keptick wrote:wouldn't it make more sense if the caldari scout had the nova knife bonus? I thought nova knives were a caldari weapon!
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
|
Fristname Family name
The New Age Outlaws WINMATAR.
52
|
Posted - 2014.01.24 07:24:00 -
[302] - Quote
Is the gal heavy ment to only have a 1 armour rep per secound because the gal scout has 5. It would make more sense if the scout had 1 and the heavy had 5 ( the gal heavy should have a secret suit bonus 1 rep/sec for each level. Other heavys could have also have a hidden bonus such as a 5% increase to stamina regian and max stamina, and movement/sprint speed per lecel for amar. Cal could have a 5% increase to all shield mod effaincy ( or a 5% increase to max shield if you dont like he first one ) per level. Minmatar should be a 3% increase to hmg damage per level ( alot of heavys wont like it but hmg is a Minmatar wepon so they should get a racial bonus. ). Having these hidden atributes for heavys would help balance all the suits and they are all based on the suit ( shield armour or ammar which judgeing by the scout is ment to be a speedy race. And race) I thimk they are pretty evan (not really all too even but it should help make suits have a bit more of a heavy bonus. And the ammar heavy will be quick unlike the other suits which will be slugish but may have more damage or hp. )
___________killing tanks since 1989______
Hershal noooooooo :(
( walking dead
|
Mordecai Sanguine
What The French
327
|
Posted - 2014.01.24 07:56:00 -
[303] - Quote
KING CHECKMATE wrote:Mordecai Sanguine wrote:CCP Frame wrote:With Uprising 1.8 slowly taking shape, our Game Design team is now ready to share some of the Dropsuit Stats and Skills planned for release! Please take a look at these spreadsheets and tell us what you think. Remember, this is all still early days and very much a work in progress! [img]http://web.ccpgamescdn.com/dust/news.control/65556/1/dropsuitskills181.jpg[/img]UPDATE: And due to the popular demand, here is the excel sheet version of all the data! We're really excited to share these stats with you, and look forward to your constructive feedback! :) Laser Light weapons actually almost NEVER reload. SCR : 45 bullet reload every 5 minutes => Faster reload will be useless AND ugly the SCr reload is already pretty fast. Laser Rifle : Same pretty useless AND will make the animation totally UGLY. The ENTIRE Commando skill is TOTALLY useless for the Amarr Commando. CCP when there's a skills that is TOTALLY useless why it is ALWAYS for the Amarr ??? If you keep the Reload for the Commando Skill (BORINNNNNNNNNG) at least make it possible to unable it. I don't want these crappy faster reload animation on my Commando Amarr. Commando is supposed to be a master of weaponery that excel with Light weapons. The Commando Skill should be : 4% of PG/CPU reduction on Light-Weapons. Not relaod speed which be useless AGAIN for the Amarr (Why you keep hating us ???) And totally buffing Minmatarr (AGAIN. Seriously the CCp guy who balance this game is for Minmatarr and HATE Ammarians). Scout Bonus : -Amarr : Less than a free Basic Module and the modle which takes the less PG/CPU. -Minmatarr : 3 free Complex mod 2 free enhanced. SERIOUSLY CCP ????? Look at your bonuses PLEASE. SERIOUSKLY , WTH.This is serious issue.Its so bad the only option ''competitive'' players have is to play a race they dont really want because their race just plain sucks BONUS wise. And if you DO skill into an Amarrian dropsuit like the scout,you wont be using it in Platenary COnquest and other important matches, you'll be using the Gallente/Cal or Min because of the actually USEFUL bonuses.Scout = UselessCommando = UselessAssault = UBER Useless (So bad than NOW the amarr logi has this ''repair rate'' bonus and it makes no difference, on a 4 LOW slot suit...) Sentinel = GoodLogi= Very Good So we have 5 classes, 3 of them have the worst Bonuses compared to other racial suits of the same type.Now some will say bonuses are not that bad, but none of these people use amarr dropsuits or WONT use them once 1.8 hits, not to mention they wont spend a single SP on them if we get a respec. Example: People saying the Minamtar Assault bonus is as bad as the Amarr one. DUDE, if you dont want it i would be more than pleased to change the 5% Armor rep rate per level for your DAMAGE MOD bonus, and Amarr assaults have only 3 highs compared to your 5....
The suits themselves are pretty good but EACH TIME our bonus just sucks :/ Or the general "bonus" don't work with us WHYYYYYY ?????? |
Fristname Family name
The New Age Outlaws WINMATAR.
52
|
Posted - 2014.01.24 09:25:00 -
[304] - Quote
Just replying to the guy above me ( not gonna qoute it beacause its like half a page of writing ) the minmatar scout bonus has not got any sidearm damage mods and it never has. Its just profiency for nova knifves. If you think a wepon which is a 3cm range should not get a little buff on 1 suit because you only get to run faster you, shouldnt of chosen a crapy race. The amar cant build anything good because they had captured the peacfull minmatar race one day and forced them to build the scarmbler rifle/pistol and the heavy. And the ammar are trying to get the cals to build them wepons and suits now. And while the ammarian scum a arguing with the caldari, gallente and minmatar are building gianf 50ft hybrid mech suits which uterlise both gallentes ultimate armour knowledge and minmatar s knowledge of shield to create a unstopable suit to crush the ammar. The caladarie are not moved by this act and just go and loot the dead ammar and salvage some of the isk, aur and vehicals, ds etc and they split all salvage with the gallente and minmatar and the eve universe is all happy and joy is spread across the universe.
Ammar is dead and everyones happy. Yay.
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
390
|
Posted - 2014.01.24 10:21:00 -
[305] - Quote
Fristname Family name wrote:Just replying to the guy above me ( not gonna qoute it beacause its like half a page of writing ) the minmatar scout bonus has not got any sidearm damage mods and it never has. Its just profiency for nova knifves. If you think a wepon which is a 3cm range should not get a little buff on 1 suit because you only get to run faster you, shouldnt of chosen a crapy race. The amar cant build anything good because they had captured the peacfull minmatar race one day and forced them to build the scarmbler rifle/pistol and the heavy. And the ammar are trying to get the cals to build them wepons and suits now. And while the ammarian scum a arguing with the caldari, gallente and minmatar are building gianf 50ft hybrid mech suits which uterlise both gallentes ultimate armour knowledge and minmatar s knowledge of shield to create a unstopable suit to crush the ammar. The caladarie are not moved by this act and just go and loot the dead ammar and salvage some of the isk, aur and vehicals, ds etc and they split all salvage with the gallente and minmatar and the eve universe is all happy and joy is spread across the universe.
See this is the kind of crap that made me go crazy a few days ago.
When you equip nova knives (a caldari weapon) on the minmatar suit, you get a 25% bonus to damage. This is equivalent to 3 complex damage mods. Therefor, the bonus is worth 3 complex modules. This is indisputable.
If you get a bonus like this, but refuse to use it, you are just being stupid. Just like with the commandos, if you choose to use weapons that you have no bonus for, it doesn't mean that the suits bonuses aren't there... it is just that you are ********.
To the rest of your post, I am not sure where to begin.
1) amarrians have traditionally been the most advanced race outside of the jove. They are also THE pre-eminent armor tanking race.
2) caldari are the ones with superior shield tech, not minmatar.
3)Minmatar are brutish and violent, and the gallente are two-faced and apathetic.
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Fristname Family name
The New Age Outlaws WINMATAR.
52
|
Posted - 2014.01.24 11:47:00 -
[306] - Quote
Magnus Amadeuss wrote:Fristname Family name wrote:Just replying to the guy above me ( not gonna qoute it beacause its like half a page of writing ) the minmatar scout bonus has not got any sidearm damage mods and it never has. Its just profiency for nova knifves. If you think a wepon which is a 3cm range should not get a little buff on 1 suit because you only get to run faster you, shouldnt of chosen a crapy race. The amar cant build anything good because they had captured the peacfull minmatar race one day and forced them to build the scarmbler rifle/pistol and the heavy. And the ammar are trying to get the cals to build them wepons and suits now. And while the ammarian scum a arguing with the caldari, gallente and minmatar are building gianf 50ft hybrid mech suits which uterlise both gallentes ultimate armour knowledge and minmatar s knowledge of shield to create a unstopable suit to crush the ammar. The caladarie are not moved by this act and just go and loot the dead ammar and salvage some of the isk, aur and vehicals, ds etc and they split all salvage with the gallente and minmatar and the eve universe is all happy and joy is spread across the universe. See this is the kind of crap that made me go crazy a few days ago. When you equip nova knives (a caldari weapon) on the minmatar suit, you get a 25% bonus to damage. This is equivalent to 3 complex damage mods. Therefor, the bonus is worth 3 complex modules. This is indisputable. If you get a bonus like this, but refuse to use it, you are just being stupid. Just like with the commandos, if you choose to use weapons that you have no bonus for, it doesn't mean that the suits bonuses aren't ther9e... it is just that you are ********. To the rest of your post, I am not sure where to begin. 1) amarrians have traditionally been the most advanced race outside of the jove. They are also THE pre-eminent armor tanking race. 2) caldari are the ones with superior shield tech, not minmatar. 3)Minmatar are brutish and violent, and the gallente are two-faced and apathetic.
My storie is not based on history written by tthe ammar. It was based on nothing what so ever.
Ammar is dead and everyones happy. Yay.
|
shaman oga
Nexus Balusa Horizon
1378
|
Posted - 2014.01.24 11:59:00 -
[307] - Quote
Why do amarr have better shield depleted delay than minmatar? (in certain frames)
1.8 it's so secret that nobody know what will be in it, even after patch notes...
|
Dimitri Rascolovitch
The Immortal Knights
120
|
Posted - 2014.01.24 15:12:00 -
[308] - Quote
Fristname Family name wrote:Is the gal heavy ment to only have a 1 armour rep per secound because the gal scout has 5. It would make more sense if the scout had 1 and the heavy had 5 ( the gal heavy should have a secret suit bonus 1 rep/sec for each level. Other heavys could have also have a hidden bonus such as a 5% increase to stamina regian and max stamina, and movement/sprint speed per lecel for amar. Cal could have a 5% increase to all shield mod effaincy ( or a 5% increase to max shield if you dont like he first one ) per level. Minmatar should be a 3% increase to hmg damage per level ( alot of heavys wont like it but hmg is a Minmatar wepon so they should get a racial bonus. ). Having these hidden atributes for heavys would help balance all the suits and they are all based on the suit ( shield armour or ammar which judgeing by the scout is ment to be a speedy race. And race) I thimk they are pretty evan (not really all too even but it should help make suits have a bit more of a heavy bonus. And the ammar heavy will be quick unlike the other suits which will be slugish but may have more damage or hp. )
the idea of hidden bonuses would not help balance anything, unless we applied it to ALL suits, and that would mean all racial suits get bonuses based on the use of their racial weapons, and NO the Amarr are armor tankers, not speed tankers like the minmatar, traditionally the gallente are Repair tankers (active armor tankers) whereas amarr are plate tankers (EHP/passive tankers) the thought that the amarr should be speedy is just silly, however they should remove the speed penalty from the amarr suits that makes them naturally slower than all the others even with no mods
...Yeah, i use a heavy machine gun, and I think i do a Damn good job at it.
i eat babies
forum warrior Lv0
|
Emo Skellington
The Neutral Zone
0
|
Posted - 2014.01.24 16:37:00 -
[309] - Quote
I love Dust and all that but the suits need to live up to their stats:
-Heavies should be like a tank.... that's why they are heavies. The speed and shield regen is at good standing for using them but that naturally comes with the title. Low speed, High health
-Logistics are being dropped a little to easy for my liking. I use Proto Gallente Logi and I get dropped like im running militia and im running all complex armor plates (+950 armor HP and 100 shield hp) Along with that the triage needs some work, lots of WP missing. Guardians work great but triage... not so much.
-Assaults- they should have a small damage bonus (Very small, like 1% per level) for having no equipment and all weapons suit. Think, assault should have power but not be indestructible to another infantry unit. Hence assault. Try not to use to many forums, use what it should be so not that every suit is evenly matched but that every suit is Specialized in their class description.
-Scouts are not really my thing to use but they seem pretty balanced. Light quick and deadly when close.
-Basic frames are pretty good and there are no complaints there.
That's all but they need to fix the heavy suits being dropped so quick, that should not be happening. Heavies should be able to with stand a rail rifle, combat rifle, assault, sniper, and all of that ... period and proto rail rifle or combat rifle should not be dropping a proto heavy with over 1,000 armor and 550 shield in 3-4 seconds. I would know by first hand experience.
Thanks |
Flix Keptick
Red Star. EoN.
3348
|
Posted - 2014.01.24 17:03:00 -
[310] - Quote
Emo Skellington wrote:I love Dust and all that but the suits need to live up to their stats:
-Heavies should be like a tank.... that's why they are heavies. The speed and shield regen is at good standing for using them but that naturally comes with the title. Low speed, High health
-Logistics are being dropped a little to easy for my liking. I use Proto Gallente Logi and I get dropped like im running militia and im running all complex armor plates (+950 armor HP and 100 shield hp) Along with that the triage needs some work, lots of WP missing. Guardians work great but triage... not so much.
-Assaults- they should have a small damage bonus (Very small, like 1% per level) for having no equipment and all weapons suit. Think, assault should have power but not be indestructible to another infantry unit. Hence assault. Try not to use to many forums, use what it should be so not that every suit is evenly matched but that every suit is Specialized in their class description.
-Scouts are not really my thing to use but they seem pretty balanced. Light quick and deadly when close.
-Basic frames are pretty good and there are no complaints there.
That's all but they need to fix the heavy suits being dropped so quick, that should not be happening. Heavies should be able to with stand a rail rifle, combat rifle, assault, sniper, and all of that ... period and proto rail rifle or combat rifle should not be dropping a proto heavy with over 1,000 armor and 550 shield in 3-4 seconds. I would know by first hand experience.
Thanks Galente logi needs more hp? did I just read that correctly? LOOOOOOOOOOOOL
The community is the worst thing that ever happened to this game.
Tank driver // specialized tank destroyer
|
|
NextDark Knight
Hellstorm Inc League of Infamy
156
|
Posted - 2014.01.24 21:12:00 -
[311] - Quote
Flix Keptick wrote:Flix Keptick wrote:wouldn't it make more sense if the caldari scout had the nova knife bonus? I thought nova knives were a caldari weapon!
Each Race has a Nova Knife, just the art assets are not in yet. Mini storywise would be the better knife welders as they need to sneak in and kill the amarr.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1693
|
Posted - 2014.01.24 21:44:00 -
[312] - Quote
Flix Keptick wrote:Emo Skellington wrote:I love Dust and all that but the suits need to live up to their stats:
-Heavies should be like a tank.... that's why they are heavies. The speed and shield regen is at good standing for using them but that naturally comes with the title. Low speed, High health
-Logistics are being dropped a little to easy for my liking. I use Proto Gallente Logi and I get dropped like im running militia and im running all complex armor plates (+950 armor HP and 100 shield hp) Along with that the triage needs some work, lots of WP missing. Guardians work great but triage... not so much.
-Assaults- they should have a small damage bonus (Very small, like 1% per level) for having no equipment and all weapons suit. Think, assault should have power but not be indestructible to another infantry unit. Hence assault. Try not to use to many forums, use what it should be so not that every suit is evenly matched but that every suit is Specialized in their class description.
-Scouts are not really my thing to use but they seem pretty balanced. Light quick and deadly when close.
-Basic frames are pretty good and there are no complaints there.
That's all but they need to fix the heavy suits being dropped so quick, that should not be happening. Heavies should be able to with stand a rail rifle, combat rifle, assault, sniper, and all of that ... period and proto rail rifle or combat rifle should not be dropping a proto heavy with over 1,000 armor and 550 shield in 3-4 seconds. I would know by first hand experience.
Thanks Galente logi needs more hp? did I just read that correctly? LOOOOOOOOOOOOL This.
Dude, you have over 1000 eHP on a medium frame. If you are dying too much perhaps you need to, I dunno, git gud? Or maybe not brick tank your suit until it's slower than a heavy going uphill?
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|
Athena Sentinel
SOE Knights Templar
169
|
Posted - 2014.01.24 22:24:00 -
[313] - Quote
OMG..
I have been here since closed beta. I have been nerfed by these upgrades with a few different playing styles.
I will be broken if this one kills my current scout style. I know we can all share this kinda "heart break". But I am worried.
It seems CCP Logibro is very active in keeping logi top of the charts. Who is my patron of scouts? |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1698
|
Posted - 2014.01.24 23:49:00 -
[314] - Quote
Athena Sentinel wrote:OMG..
I have been here since closed beta. I have been nerfed by these upgrades with a few different playing styles.
I will be broken if this one kills my current scout style. I know we can all share this kinda "heart break". But I am worried.
It seems CCP Logibro is very active in keeping logi top of the charts. Who is my patron of scouts?
Lolwut? Scouts are getting nerfed and logis buffed?
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|
RKKR
The Southern Legion The Umbra Combine
677
|
Posted - 2014.01.25 09:26:00 -
[315] - Quote
John Demonsbane wrote:Flix Keptick wrote:Emo Skellington wrote:I love Dust and all that but the suits need to live up to their stats:
-Logistics are being dropped a little to easy for my liking. I use Proto Gallente Logi and I get dropped like im running militia and im running all complex armor plates (+950 armor HP and 100 shield hp) Along with that the triage needs some work, lots of WP missing. Guardians work great but triage... not so much.
Thanks Galente logi needs more hp? did I just read that correctly? LOOOOOOOOOOOOL I read it too, its not your imagination. Pro tip: Stand behind the heavy you are repping, not in front of them.Dude, you have over 1000 eHP on a medium frame. If you are dying too much perhaps you need to learn to use cover and not stand immobile out in the open. Or maybe not brick tank your suit until it's slower than a heavy going uphill?
I found that standing behind a heavy isn't that great either, somehow you take a lot of straling bullets and more important: grenades that got thrown too far. The rest I can agree with. |
m twiggz
Pradox One Proficiency V.
279
|
Posted - 2014.01.25 12:52:00 -
[316] - Quote
I'd like to know what changes will be made to the Assault and Logistic suits in 1.8. I have yet to see a post by a Dev about these changes. Are they rumors? Are they facts? If there was a post somewhere about it I must have missed it, if someone could just be kind enough to link me to it I'd be all set. If not can a Dev please elaborate on these rumors? |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
323
|
Posted - 2014.01.25 17:00:00 -
[317] - Quote
m twiggz wrote:I'd like to know what changes will be made to the Assault and Logistic suits in 1.8. I have yet to see a post by a Dev about these changes. Are they rumors? Are they facts? If there was a post somewhere about it I must have missed it, if someone could just be kind enough to link me to it I'd be all set. If not can a Dev please elaborate on these rumors?
I have not seen a specific dev post about assault or logi changes besides the roles one. However I think there have been posts that implied their could be changes. Personally I think the assaults won't change much. I do think the logis should have the same total number of high and low slots as an assault. I'm betting the CPU and PG are reduced some on logis too given their new role bonuses.
Please fix the mic bubble bug...
|
Xak Arji
DIOS EX. General Tso's Alliance
32
|
Posted - 2014.01.25 23:33:00 -
[318] - Quote
Question: why does the minmatar scout get a bonus to nova knife damage per level when nova knives are caldari tech? I feel like it is a little out of context. Maybe make nova knives minmatar, or give the bonus to caldari scouts. Just my humble opinion. |
Imp Smash
Black Phoenix Mercenaries Legacy Rising
201
|
Posted - 2014.01.26 00:00:00 -
[319] - Quote
I'm a bit late to the party - but I don't see specifying weapon bonuses to commando is a good idea. They are supposed to have 2 light weapons and sacrifice tons for it. Limiting them to their race weapons seems counter intuitive |
Appia Nappia
Nos Nothi
93
|
Posted - 2014.01.26 06:34:00 -
[320] - Quote
Amarr Scout bonus looks so lame.
Gallente get a complex dampener and a complex range amplifier Caldari get a complex range amplifier and 5% better than a complex precision enhancer Minmatar get a complex codebreaker and 15% more than a complex light weapon damage mod to nova knives ... and the amarr get a basic cardiac regulator.
The Gallente Exemplify range and dampening, with good stats to armor tank Caldari exemplify range and precision, with good stats to shield tank Minmatar exemplify speed tanking and assasination The Amarr. . . don't do anything better than anyone else other than try to mimic an easier to dampen Assault suit.
Secretly Appia Vibbia
|
|
Llast 326
An Arkhos
1586
|
Posted - 2014.01.26 07:32:00 -
[321] - Quote
Appia Nappia wrote:Amarr Scout bonus looks so lame.
Gallente get a complex dampener and a complex range amplifier Caldari get a complex range amplifier and 5% better than a complex precision enhancer Minmatar get a complex codebreaker and 15% more than a complex light weapon damage mod to nova knives ... and the amarr get a basic cardiac regulator.
The Gallente Exemplify range and dampening, with good stats to armor tank Caldari exemplify range and precision, with good stats to shield tank Minmatar exemplify speed tanking and assasination The Amarr. . . don't do anything better than anyone else other than try to mimic an easier to dampen Assault suit. Complex range amp is 45% Enhanced is 20%, Unless those are changing and I missed it. I agree the Amarr scout definitely need something with a bit more definition to it though.
KRRROOOOOOM
|
DeathwindRising
ROGUE SPADES
217
|
Posted - 2014.01.26 12:10:00 -
[322] - Quote
i dont think its appropriate that the commando only gets a 10% damage bonus to only a certain class of weapons when the assault get a damage bonus to all light weapons.
perhaps 3% per level would be better for the commando or 2% per level to damage for all weapons? |
NextDark Knight
Hellstorm Inc League of Infamy
159
|
Posted - 2014.01.26 20:36:00 -
[323] - Quote
Can we find out about the swarm launcher for commando?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Kigurosaka Laaksonen
DUST University Ivy League
194
|
Posted - 2014.01.27 13:51:00 -
[324] - Quote
You know what would go great with this new Heavies/Sentinels? Some racial Heavy Weapons. Hey look, I found your priority for 1.9.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
557
|
Posted - 2014.01.27 15:53:00 -
[325] - Quote
I guess I'm a little late to this party, but man oh man! You guys are killing it!!
Looking over the spreadsheet, the races (given the armor/shield spread, innate armor heal, stamina rates, etc.) REALLY FEEL LIKE THEIR RACIAL EVE COUNTERPARTS!! Slot layouts, regen rates, bonuses, etc., really feel familiar; familiar in a way not felt with many of the dropsuits today (Gallente superior armor tanks than Amarr, Minmatar have innate armor regen, etc.--things that have us scratching our heads).
Bravo, CCP! I knew, given the time to flesh Dust out, you guys would deliver. And you haven't disappointed. But one thing: doesn't it make more sense for Amarr to resist Minmatar/Gallente, Caldari to resist Gallente/Minmatar, Gallente to resist Caldari/Amarr and Minmatar to resist Amarr/Caldari, given their (lore wise) allied-natures?
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
557
|
Posted - 2014.01.27 22:05:00 -
[326] - Quote
Also, with respect to slot layouts, wouldn't it make more sense to have Gallente have the 2/3 layout vs 1/4, like Amarr does currently? Isn't Amarr a superior armor race? Gallente is known for speedy armor and damage. Having a 2/3 layout opens another high slot for a damage mod, while the innate armor rep (and 3 lows) would make for a nice armor buffer or buffer and rep combo.
I guess, alternatively, your plan could be to have Gallente use one of the 4 lows for a speed mod, but we all know that it'll just be filled with more tank.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Gavr1lo Pr1nc1p
TRA1LBLAZERS
309
|
Posted - 2014.01.28 03:31:00 -
[327] - Quote
Do you know yet if there are anychanges being made to modules in the next patch? (specifically shield extenders and regulators)
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
|
Fristname Family name
The New Age Outlaws WINMATAR.
53
|
Posted - 2014.01.28 06:57:00 -
[328] - Quote
Ammar scout has most hp (30extra then most other scouts ) thats why you got yoour bonus
Ammar is dead and everyones happy. Yay.
|
Kosakai
ZionTCD Public Disorder.
9
|
Posted - 2014.01.28 07:42:00 -
[329] - Quote
why minie scout dont have 5% scan profile per level?!!!
wtf??? why nova knives when i cant use them if everybody see me :D
SCAN ATTEMPT PREVENTED
|
Summ Dude
OSG Planetary Operations Covert Intervention
149
|
Posted - 2014.01.28 08:00:00 -
[330] - Quote
Fristname Family name wrote:Ammar scout has most hp (30extra then most other scouts ) thats why you got yoour bonus
Amarr suits always have the most base HP in their class, as well as the slowest base speed. It's no excuse for such a terrible bonus.
Kosakai wrote:why minie scout dont have 5% scan profile per level?!!!
wtf??? why nova knives when i cant use them if everybody see me :D All Scout suits are getting a reduction to their base scan profile, and active scanners are getting nerfed. You won't be that easy to spot.
Not just a laymen, but the laymen.
|
|
Fristname Family name
The New Age Outlaws WINMATAR.
53
|
Posted - 2014.01.28 12:25:00 -
[331] - Quote
Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed
That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus.
Ammar is dead and everyones happy. Yay.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8680
|
Posted - 2014.01.28 18:52:00 -
[332] - Quote
EDIT: wrong thread
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
TechMechMeds
Swamp Tempo Canis Eliminatus Operatives
2492
|
Posted - 2014.01.28 21:22:00 -
[333] - Quote
I have to eat my hat in saying in the past that the commando was just a joke to shut people up about new content.
I'm glad its not and it all looks great.
Level 2 forum warrior.
Swamp iz on dat welevant flex fam
I sold my family to the Amarr for isk, its a valid tactic
|
Summ Dude
OSG Planetary Operations Covert Intervention
153
|
Posted - 2014.01.28 22:49:00 -
[334] - Quote
Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting.
Not just a laymen, but the laymen.
|
Alex Kaidou
Subsonic Synthesis RISE of LEGION
1
|
Posted - 2014.01.28 22:56:00 -
[335] - Quote
The new stuff is intresting but i see no reduction to scan profile (correct me if im wrong ) for the scouts but the heavies looks pretty cool to me and btw will you guys every add minmatar and amar vehicles ?
|
Llast 326
An Arkhos
1664
|
Posted - 2014.01.29 00:33:00 -
[336] - Quote
Alex Kaidou wrote:The new stuff is intresting but i see no reduction to scan profile (correct me if im wrong ) for the scouts but the heavies looks pretty cool to me and btw will you guys every add minmatar and amar vehicles ?
Scan Profile drops from 45 to 35 on the scoutsGǪ ask me how happy i am with this
KRRROOOOOOM
|
Dj grammer
Red Star. EoN.
124
|
Posted - 2014.01.29 01:41:00 -
[337] - Quote
And the scanners receiving the Nerf Hammer, happy day oh happy day
Open Beta (12/13/2012) to a 1-year Vet.
Tends to flip the table when seeing the words:
YOU HAVE BEEN SCANNED
|
KalOfTheRathi
Nec Tributis
938
|
Posted - 2014.01.29 11:19:00 -
[338] - Quote
Where is the ganking we are getting on Logistics suits going to be published and made official?
Or is that a special surprise? Like the many famous Nina Nerfs of Cmdr Wangster. |
Fristname Family name
The New Age Outlaws WINMATAR.
55
|
Posted - 2014.01.29 13:10:00 -
[339] - Quote
Summ Dude wrote:Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting. Look mate your not a scout so dont think you can tell me its a crap bonus ok. Im a proto gal scout and I got like 6 other scouts in my corp dont come on the fourms crying cause you dont like what ccp is giving your scout suit. If you dont like it spam your crappy malitia tanks and watch as ammar scouts kill you and are sprinting around undetected. 2 green thingys on my scouts makes a huge diffrence oh I forgot there miltita so your bonus isnt to bad. You dont just come along as some guy saying " yeah ive been a scout since closed beta I got 6mill sp " if you dont know how the scout works just dont even reply your just some guy who has no idea wtf your talking about ok. Now for the rest of you who dont run scouts and are giving ccp crap for uour bonus. SHUT THE F*** UP!!!!!
Ammar is dead and everyones happy. Yay.
|
Emo Skellington
The Neutral Zone
1
|
Posted - 2014.01.29 15:25:00 -
[340] - Quote
Glad that there are new suits coming out. I was wondering about the existing suits and how their stats will be affected in the update? Like will the logistics still have their bonus HP regen? Also I cant seem to survive for crap with my Proto Logi Gallente... I can run it with 800+ armor but if I use my advanced gallente proto, I last longer??? That could just be the kill time and the new rail/combat rifles |
|
Summ Dude
OSG Planetary Operations Covert Intervention
158
|
Posted - 2014.01.29 18:35:00 -
[341] - Quote
Fristname Family name wrote:Summ Dude wrote:Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting. Look mate your not a scout so dont think you can tell me its a crap bonus ok. Im a proto gal scout and I got like 6 other scouts in my corp dont come on the fourms crying cause you dont like what ccp is giving your scout suit. If you dont like it spam your crappy malitia tanks and watch as ammar scouts kill you and are sprinting around undetected. 2 green thingys on my scouts makes a huge diffrence oh I forgot there miltita so your bonus isnt to bad. You dont just come along as some guy saying " yeah ive been a scout since closed beta I got 6mill sp " if you dont know how the scout works just dont even reply your just some guy who has no idea wtf your talking about ok. Now for the rest of you who dont run scouts and are giving ccp crap for uour bonus. SHUT THE F*** UP!!!!! Ya know, I probably don't say this as often as I should but, not sure if trolling or just stupid.
Not just a laymen, but the laymen.
|
Ryno Zamayid
DIOS EX. General Tso's Alliance
13
|
Posted - 2014.01.29 18:57:00 -
[342] - Quote
The bonus for the Amarr is bunk. Just because it is Amarr doesn't mean it *has* to be outrageously slow. Take for instance the Executioner class frigate in EVE, the design notes says something like it was designed to be able to compete against their enemies fast ships. Evolution of tactic against the Minmatar is the reasoning. So why can't we get something at least somewhat useful? Like a reduction for the draw back of stacking armor plates against your base speed. Or hey, just bump that bonus to something that a militia cardiac regulator couldn't achieve. |
Frank Olson Usul
DUST University Ivy League
62
|
Posted - 2014.01.30 06:55:00 -
[343] - Quote
I heard a lot of "scouts will lose their sidearm for that 2nd equipment" ... was that change brought into play after these charts or is it just not true? |
Obodiah Garro
Tech Guard RISE of LEGION
606
|
Posted - 2014.01.30 09:14:00 -
[344] - Quote
Caldari scout looks absolutely useless.
Gallente Sentinel looks over powered as hell. |
Faquira Bleuetta
Fatal Absolution Covert Intervention
208
|
Posted - 2014.01.30 09:51:00 -
[345] - Quote
Obodiah Garro wrote:Caldari scout looks absolutely useless.
Gallente Sentinel looks over powered as hell. are u sure assmarr scout is more useless than caldari.
Fatal Absolution bench proficiency lvl 5
why so serious zatara
|
Polywog19
Subsonic Synthesis RISE of LEGION
0
|
Posted - 2014.01.30 10:40:00 -
[346] - Quote
So as a frequent commando suit user i feel like it would be better to provide a grenade slot then additional high and low slots, and since you have 4 different versions of the Commando coming in 1.8 you could probably do it to one suit version, but i would prefer a commando suit that includes grenades even if it meant no equipment slots, no high slots, and no low slots. |
Ghermard-ol Dizeriois
Maphia Clan Corporation
119
|
Posted - 2014.01.30 11:09:00 -
[347] - Quote
Why not having a suit with 2 grenade slots?
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Flint Beastgood III
GunFall Mobilization Covert Intervention
485
|
Posted - 2014.01.30 16:35:00 -
[348] - Quote
Polywog19 wrote:So as a frequent commando suit user i feel like it would be better to provide a grenade slot then additional high and low slots, and since you have 4 different versions of the Commando coming in 1.8 you could probably do it to one suit version, but i would prefer a commando suit that includes grenades even if it meant no equipment slots, no high slots, and no low slots.
LOL, I wouldn't go that far, but as a person who would like to use Commandos for AV, having a nade slot would be more beneficial than an eqp slot. That said, Commandos still look weak so I don't think I'll bother speccing into one after all :(
Gÿó +¦ +¦ Gÿó
Trained Skills
|
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
236
|
Posted - 2014.01.30 19:57:00 -
[349] - Quote
Fristname Family name wrote:Summ Dude wrote:Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting. Look mate your not a scout so dont think you can tell me its a crap bonus ok. Im a proto gal scout and I got like 6 other scouts in my corp dont come on the fourms crying cause you dont like what ccp is giving your scout suit. If you dont like it spam your crappy malitia tanks and watch as ammar scouts kill you and are sprinting around undetected. 2 green thingys on my scouts makes a huge diffrence oh I forgot there miltita so your bonus isnt to bad. You dont just come along as some guy saying " yeah ive been a scout since closed beta I got 6mill sp " if you dont know how the scout works just dont even reply your just some guy who has no idea wtf your talking about ok. Now for the rest of you who dont run scouts and are giving ccp crap for uour bonus. SHUT THE F*** UP!!!!!
Looks at signature, looks at corp/alliance.
Yep, you are full of ****. You KNOW that the amarr bonus is crap, you KNOW that the 30 extra ehp is balanced against being slow (slower than a minmatar assault btw) and you KNOW that the minmatar trade a measly 20ehp for faster speed/stamina/stamina recharge/hacking speed/I am sure there is more....
It is UNDENIABLE that the amarrian suits are getting horrible bonuses:
Amarr scout : bonus not even equal to one militia module..... (everyone else gets AT LEAST 3)
Amarr assault: maximum of 1.25 hp/sec rep speed...... lack of overheat bonus for weapons.... yep, it sucks now
Amarr commando: Reload bonus??? that is horrible for amarr weapons
Amarr sentinel: Why oh why is there any bonus to shield resistance??? useless
Amarr logi: actually this one is not bad comparatively. |
Zero Roamero
NaphBlade
19
|
Posted - 2014.01.31 00:38:00 -
[350] - Quote
Scalesdini wrote: Why are heavies still getting the short end of the stick on slot counts?
Considering the armor and shielding they have? Can you say "overpowered"?
"I may fall in battle. But even so, I'll just get back up again."
|
|
SOMBRA del MUERTE
The Exemplars Top Men.
24
|
Posted - 2014.01.31 03:12:00 -
[351] - Quote
What if Amarr scout had bonus to laser heat (build-up or damage) and PG/CPU of armor modules (at least reps)? That way the inherently high PG/CPU of the suit could be spent on those hungry LayZrs and the rep speed could rival the crazy fast scout shield regen (it'll neeed two reppers). |
SOMBRA del MUERTE
The Exemplars Top Men.
24
|
Posted - 2014.01.31 03:19:00 -
[352] - Quote
Or maybe it could get the old logi armor bonus setup... plus something else
It'll still be slow |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
237
|
Posted - 2014.01.31 07:41:00 -
[353] - Quote
SOMBRA del MUERTE wrote:What if Amarr scout had bonus to laser heat (build-up or damage) and PG/CPU of armor modules (at least reps)? That way the inherently high PG/CPU of the suit could be spent on those hungry LayZrs and the rep speed could rival the crazy fast scout shield regen (it'll neeed two reppers).
On point one, that would be the way I would do it.
I would make all amarrian suits have the heat reduction bonus. Make all amarrian weapons generate ALOT of heat (like even more than now) and then give all amarrian suits 1 bonus towards decreasing that heat. This would make the Empress smile. |
Master Smurf
Nos Nothi
65
|
Posted - 2014.01.31 09:59:00 -
[354] - Quote
Faquira Bleuetta wrote:Obodiah Garro wrote:Caldari scout looks absolutely useless.
Gallente Sentinel looks over powered as hell. are u sure assmarr scout is more useless than caldari.
Low slots
"Shine bright like a diamond"
|
Monkey MAC
Lost Millennium
1774
|
Posted - 2014.02.02 02:19:00 -
[355] - Quote
The only thing I would say is that logistics racial bonus would be better as a generic logi suit bonus (all together) Then logistics racial bonuses being given to personal repping modules instead.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Dexter307
The Unholy Legion Of DarkStar
805
|
Posted - 2014.02.02 02:44:00 -
[356] - Quote
Obodiah Garro wrote:Caldari scout looks absolutely useless.
Gallente Sentinel looks over powered as hell. Caldari scout is the only scout im scared of |
Dexter307
The Unholy Legion Of DarkStar
805
|
Posted - 2014.02.02 02:48:00 -
[357] - Quote
Crimson Cerberes wrote:Fristname Family name wrote:Summ Dude wrote:Fristname Family name wrote:Amarr suits always have the most base HP in their class, Quote: as well as the slowest base speed That so called ****** bonus will save your ass. You sqid it yourself that you gotma slow suit also bet you dont even run a god dam scout. You just think a scout must be always quick well if ammar is a slow race you gonna want dat god dam bonus. Um....yea, anyway, no I don't run a Scout. I don't need to to see how terrible the bonus is compared to the other Scouts. As has been stated before, they're all getting (effectively) at least a couple free modules with their bonuses; usually at least one complex. The Amarr Scout gets the equivalent of less than a basic cardiac regulator. That's both terribly useless and terribly uninteresting. Look mate your not a scout so dont think you can tell me its a crap bonus ok. Im a proto gal scout and I got like 6 other scouts in my corp dont come on the fourms crying cause you dont like what ccp is giving your scout suit. If you dont like it spam your crappy malitia tanks and watch as ammar scouts kill you and are sprinting around undetected. 2 green thingys on my scouts makes a huge diffrence oh I forgot there miltita so your bonus isnt to bad. You dont just come along as some guy saying " yeah ive been a scout since closed beta I got 6mill sp " if you dont know how the scout works just dont even reply your just some guy who has no idea wtf your talking about ok. Now for the rest of you who dont run scouts and are giving ccp crap for uour bonus. SHUT THE F*** UP!!!!! Looks at signature, looks at corp/alliance. Yep, you are full of ****. You KNOW that the amarr bonus is crap, you KNOW that the 30 extra ehp is balanced against being slow (slower than a minmatar assault btw) and you KNOW that the minmatar trade a measly 20ehp for faster speed/stamina/stamina recharge/hacking speed/I am sure there is more.... It is UNDENIABLE that the amarrian suits are getting horrible bonuses: Amarr scout : bonus not even equal to one militia module..... (everyone else gets AT LEAST 3) Amarr assault: maximum of 1.25 hp/sec rep speed...... lack of overheat bonus for weapons.... yep, it sucks now Amarr commando: Reload bonus??? that is horrible for amarr weapons Amarr sentinel: Why oh why is there any bonus to shield resistance??? useless Amarr logi: actually this one is not bad comparatively. Commando and sentinal bonuses are both useful |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
240
|
Posted - 2014.02.02 04:34:00 -
[358] - Quote
Dexter307 wrote: Commando and sentinal bonuses are both useful
nope.
Scramblers/lasers do not need reloading anywhere near as bad as they require a heat reduction bonus
any bonus to shield on the new amarr sentinel is garbage
My points stand:
Amarr assault bonusto rep speed? garbage
sentinel bonus to shield? garbage
commando bonus to reload speed? garbage
scout bonus worth less than 1 militia mod? garbage
1 specialized suit out of 5 is getting any type of decent bonus.... |
Monkey MAC
Lost Millennium
1784
|
Posted - 2014.02.02 11:45:00 -
[359] - Quote
Crimson Cerberes wrote:Dexter307 wrote: Commando and sentinal bonuses are both useful
nope. Scramblers/lasers do not need reloading anywhere near as bad as they require a heat reduction bonus any bonus to shield on the new amarr sentinel is garbage My points stand: Amarr assault bonusto rep speed? garbage sentinel bonus to shield? garbage commando bonus to reload speed? garbage scout bonus worth less than 1 militia mod? garbage 1 specialized suit out of 5 is getting any type of decent bonus....
So what about people who don't use amarr suits for the ScR. Its too precise a bonus. Sentinel bonus is fine, you will have more shields than most amarr will have armour, plus an extra skill for armour Assault should be to Tank, so 3% shields 3% armour Commando bonus to reload speed is general to suit, so its definitely relevant. Because instead you 75% reduction to cloaks as general being the only suit worth fitting on them.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
|
Logi Bro
Brutor Vanguard Minmatar Republic
2794
|
Posted - 2014.02.03 02:40:00 -
[360] - Quote
Crimson Cerberes wrote:Dexter307 wrote: Commando and sentinal bonuses are both useful
nope. Scramblers/lasers do not need reloading anywhere near as bad as they require a heat reduction bonus any bonus to shield on the new amarr sentinel is garbage My points stand: Amarr assault bonusto rep speed? garbage sentinel bonus to shield? garbage commando bonus to reload speed? garbage scout bonus worth less than 1 militia mod? garbage 1 specialized suit out of 5 is getting any type of decent bonus....
The bonus to reload speed is attached to ALL of the commando suits, guy.
The Amarr Commando bonus gives +10% to laser weapon damage, which is incredibly useful.
Shield Recommendations
|
|
Kigurosaka Laaksonen
DUST University Ivy League
225
|
Posted - 2014.02.03 07:35:00 -
[361] - Quote
Were the Racial Sentinel bonuses changed to specify Shield or Armor resistances? I could have sworn it was just a straight % Resistance to Damage Type.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
Dexter307
The Unholy Legion Of DarkStar
823
|
Posted - 2014.02.03 13:36:00 -
[362] - Quote
Crimson Cerberes wrote:Dexter307 wrote: Commando and sentinal bonuses are both useful
nope. Scramblers/lasers do not need reloading anywhere near as bad as they require a heat reduction bonus any bonus to shield on the new amarr sentinel is garbage My points stand: Amarr assault bonusto rep speed? garbage sentinel bonus to shield? garbage commando bonus to reload speed? garbage scout bonus worth less than 1 militia mod? garbage 1 specialized suit out of 5 is getting any type of decent bonus.... Amarr is supposed to use armor and shield to get max hp so it makes sense to have a bonus to both Commando gets a bonus to damage |
Kigurosaka Laaksonen
DUST University Ivy League
227
|
Posted - 2014.02.03 14:10:00 -
[363] - Quote
Dexter307 wrote:Amarr is supposed to use armor and shield
Not according to any EVE lore I've ever heard.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
Lex DOCIEL
What The French
13
|
Posted - 2014.02.03 15:16:00 -
[364] - Quote
FEEDBACK ON SCOUTS
I am quite doubtful regarding these new dropsuit stats. The way I saw scout before 1.8 announcement, and the way I conceive them now is still quite the same. The new stats and passive should give them all a specific task on the battlefield, while following each race archetype. Which is currently not the case.
I think we could give them all a fair chance to be useful on the battleground.
First, on the overall, scouts don't need one more module slot. They only need a small boost in their base shield and armor stats. 5 slots is enough room to customization on a proto dropsuit. My feedback will be based on such a principle:
1 - basic scout dropsuit = 2 mods (enough to try out the scout gameplay. Even more if base stats are slightly better) 2 - advanced scout dropsuit = 3 mods 3 - proto scout dropsuit = 5 mods
Second, I was at first hostile to implementing cloaking devices. But I must admit it could really make some difference on the battlefield for us, while allowing us to carry one more equipment if needed. Adaptability being key for a scout, I admit it to be a great idea in the end. Still, I would not add scan reduction upon its activation: sound and vision is 2 different things and should be adress by 2 different solutions. It is simply not needed with the upcoming scanners. The scout dropsuit passive skill regarding the cloak is good. Keep it like that (plus we don't know much more anyway).
Third, scouts are all about passive scanners, scan profile, scan detection and scan radius. This is their field, and they should be built upon that. As I always say, a scanned scout is a dead one, most of the time.
Fourth, we must understand that if most players focus atm on a specific dropsuit (meaning a specific race AND a specific role), good experienced players will have to train several dropsuits to allow a consistency in their gameplay, and an adaptability on the battlefield and the maps. Which means the best scout players will have to put SP on several different proto dropsuits, from different races, in order to respond to the needs of their squad and team. THIS is the reason why scouts from different races should have different impact on the battlefield, while being customizable around these roles, rather than planning on 4 not-so different scout dropsuits with a broader "scout role", and enough mods to make it customizable. Because it will not work in the end. Plus, keep in mind that DUST514 and EVE is about achetypes, roles, and economy. No need for economy if a do-it-all dropsuit scout is enough, whatever the race.
Fifth, this will be my vision of what it could be. I am satisfied on the work that have been done so far on the scouts, and not saying otherwise. This is a feedback, meaning feed + back. I am not judging. Still, I think this could be different, and maybe for the better.
Here are the ideas, in alphabetical order. The details can be discussed later. These suggections only concern PROTO dropsuits. The rest could be expanded from that.
SEE NEXT POST (was too long )
Your blade is an extension of your mind. It must be swift, silent, focused. And deadly.
|
Lex DOCIEL
What The French
13
|
Posted - 2014.02.03 15:18:00 -
[365] - Quote
ARCHETYPES, ROLES, PASSIVES AND DROPSUIT MODIFICATIONS
Range explanation: - close combat = m+¬l+¬e and nova knife - close range = shotgun and sidearms - mid range = light weapons - long range = snipers
underlined = first choice (most favorable) regular = second choice (a second viable option) italic = situational (depends on situation / skills / needs)
AMARR
-ñ archetype : Amarrians are known for being tough in every way.
-ñ role : recon. That means being able to cover long distances and see far away. But be able to fight and stand as well.
-ñ engagement distances : mid range / close range / close combat
> racial passive : bonus to stamina and stamina recovery + bonus to scan radius
- high slots = 2 The high slots would be used or damagers and / or m+¬l+¬e damage.
- low slots = 3 The low slots would be used for feroscale plate armors and repairer.
CALDARI
-ñ archetype : Caladarians are known to fight from a distance, while being versatile.
-ñ role : scout. That means focusing on snipers and / or pure scout operations. So, not being seen and being able to see precisely.
-ñ engagement distances : long range / mid range.
> racial passive : bonus to scan precision + bonus to scan profile (no change)
- high slots = 4 Go for shield extenders and light damagers here. This is useful to a fast moving sniper / scout.
- low slots = 1 Stamina mod or reactive plate armor. The goal here is to add sustainability to the chosen role.
GALLENTE
-ñ archetype : gallenteans are know for their ability in developping AI while being versatile as well.
-ñ role : fixer. Sneaking on the enemies and using AI to hack faster.
-ñ engagement distances : close range / mid range
> racial passive : bonus to system hacking speed + bonus to scan profile
- high slots = 1 Allowing maybe one more shield to sustain armor repairing.
- low slots = 4 Can be used for stamina recovery, feroscale armor plates, and a hacking mod.
MINMATAR
-ñ archetype : Minmatarians are all about patchworking and speed. Their moto is hit hard and run faster.
-ñ role : saboteur. Dealing punctual deadly damages to enemy clones or vehicles, and retreat.
-ñ engagement distances : close combat* / close range / mid range * not a first choice because it is, at the moment, difficult to make it reliable on the battlefield without a cloak.
-ñ racial passive : bonus to sidearms damagers + bonus to scan precision
- high slots = 3 Damagers and shields.
- low slots = 2 Stamina and / or scan profile and / or reactive armor plate for sustainability
REBALANCE THE MOD FITTINGS
In order to make it even more viable and playable for any scout from any race, I think we do need to make an importance change regarding kynetic catalization. Rather than a low slot mod, make it a high slot module.
Here was the feedback of a scout player. Hope it would be of any help.
Your blade is an extension of your mind. It must be swift, silent, focused. And deadly.
|
Dexter307
The Unholy Legion Of DarkStar
823
|
Posted - 2014.02.03 16:09:00 -
[366] - Quote
Kigurosaka Laaksonen wrote:Dexter307 wrote:Amarr is supposed to use armor and shield Not according to any EVE lore I've ever heard. I've heard people say there supposed to use armor but dual tank to get max HP Also gallente and minmatar are the amarrs enemy's so it makes sense to get resistances to plasma and projectile weapons |
Crimson Cerberes
Hammer Of Light Covenant of the Phoenix Alliance
242
|
Posted - 2014.02.03 16:51:00 -
[367] - Quote
Dexter307 wrote:Kigurosaka Laaksonen wrote:Dexter307 wrote:Amarr is supposed to use armor and shield Not according to any EVE lore I've ever heard. I've heard people say there supposed to use armor but dual tank to get max HP Also gallente and minmatar are the amarrs enemy's so it makes sense to get resistances to plasma and projectile weapons
Amarr are THE armor tankers in new eden, CCP is finally fixing this dual tanking junk and making them what they should have always been ACCORDING TO LORE.
IF you follow lore, there is absolutely NO reason to give the amarr ANY bonus to shields.
Logi Bro wrote: The bonus to reload speed is attached to ALL of the commando suits, guy.
The Amarr Commando bonus gives +10% to laser weapon damage, which is incredibly useful.
1 bonus attached to all suits is just lazy, and that is not a valid counter-point for it being next to useless for amarrian technology.
All commandos get +10% bonus to racial weapons, so once again a non-point.
Monkey MAC wrote: So what about people who don't use amarr suits for the ScR. Its too precise a bonus. Sentinel bonus is fine, you will have more shields than most amarr will have armour, plus an extra skill for armour Assault should be to Tank, so 3% shields 3% armour Commando bonus to reload speed is general to suit, so its definitely relevant. Because instead you 75% reduction to cloaks as general being the only suit worth fitting on them.
Bonuses are supposed to be precise, New Eden is based upon precise bonuses, precise bonuses are what make specialized suits specialized....
Sentinel bonus is garbage.... amarrian heavys will have the lowest amount of shield hp, and amarrians do not shield tank... ever. This makes ANY bonus to shield HP GARBAGE.
generalized bonuses are GARBAGE, you can see that now with the generalized assault bonus (+5% shield regen) and logi (+1 hp/sec) bonuses. They are lazy and benefit some suits way more than others.
All suits get the cloak bonus, and it is a special class bonus that allows one specific type of equipment to be used. Amarrs only bonus (stamina/recovery) is worth nearly nothing(less than 1 militia module), especially compared to the amount of bonus that the other scouts are getting. |
Thrydwulf Khodan
DUST University
41
|
Posted - 2014.02.03 19:03:00 -
[368] - Quote
Scout Feedback:
TL;DR Having 2E slots for all the scout suits impacts the current Logi suits. Most notably the Amarr and Caldari Logi Suits that as a baseline only have 2E.
Long version:
2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
So, entry level scout suits get 2E, and get a minor hacking bonus and get better stealth bonuses. And a sidearm weapon. Can someone please explain to me why as an Amarr or Caldari dropsuit user one would use the current (or even rumored) Caldari or Amarr logi suits when given this new scout suit as an option?
Equipment slots are what give Logis their benefits.
To put this in perspective: Previously, there were only three other suits that had more than 1 equipment slots that were not 'Logi' suits:
Skinweave' Militia Minmatar Medium Frame Balac's Modified Assault ck.0 Fossil' Militia Minmatar Medium Frame |
Templar 514
Amarr Templars Amarr Empire
67
|
Posted - 2014.02.03 19:16:00 -
[369] - Quote
Thrydwulf Khodan wrote:2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
Addressing the bolded section:
As someone who has made substantial use of ADV-level AmLogi suits, I can say quite accurately that the equipment layout for Amarr Logi suits is STD-2, ADV/PRO- 3. I'm also reasonably certain this is the case with the Caldari Logi as well.
That said, I'll just throw in my 2 ISK- the difference between Amarr Scout and Logi suits will mainly come from the logi gaining equipment bonuses and an additional equip slot, as well as the EHP advantage of being a medium frame (compared to a light frame). Remember that the Amarr Logi is the only Logi suit to retain a sidearm slot (this also makes it the most awesome one IMO), so Scout vs Logi for the Amarr suits will come down to whether or not you want equipment bonuses and EHP, or stealth and mobility.
For Caldari Scout vs Logi, I think the CalLogi should actually have 3 equipment slots across all tiers. This would reinforce the logi tasking, while also not infringing on the super-mega-support style of the Gallente and Minmatar logi suits.
Of course, this is without seeing any info on the changes CCP is making to the slot layout of the medium frame suits. |
Ghermard-ol Dizeriois
Maphia Clan Corporation
143
|
Posted - 2014.02.03 19:30:00 -
[370] - Quote
Not sure about it since there have been no Official DEV's Blogs, but CCP is reworking on Logistic suits too, so we may see some major change when they'll release 1.8.
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
|
NextDark Knight
Hellstorm Inc League of Infamy
169
|
Posted - 2014.02.03 22:50:00 -
[371] - Quote
Frank Olson Usul wrote:I heard a lot of "scouts will lose their sidearm for that 2nd equipment" ... was that change brought into play after these charts or is it just not true?
Speculation is the tears of the scouts floated that notion away. Any word on commando calderi swarm bonus?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Reign Omega
BurgezzE.T.F Public Disorder.
124
|
Posted - 2014.02.04 01:47:00 -
[372] - Quote
Thrydwulf Khodan wrote:Scout Feedback:
TL;DR Having 2E slots for all the scout suits impacts the current Logi suits. Most notably the Amarr and Caldari Logi Suits that as a baseline only have 2E.
Long version:
2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
So, entry level scout suits get 2E, and get a minor hacking bonus and get better stealth bonuses. And a sidearm weapon. Can someone please explain to me why as an Amarr or Caldari dropsuit user one would use the current (or even rumored) Caldari or Amarr logi suits when given this new scout suit as an option?
Equipment slots are what give Logis their benefits.
To put this in perspective: Previously, there were only three other suits that had more than 1 equipment slots that were not 'Logi' suits:
Skinweave' Militia Minmatar Medium Frame Balac's Modified Assault ck.0 Fossil' Militia Minmatar Medium Frame
The amarr adv has 3 equipment slots
|
843 nerfnut96
BurgezzE.T.F Public Disorder.
207
|
Posted - 2014.02.04 18:07:00 -
[373] - Quote
Reign Omega wrote:Thrydwulf Khodan wrote:Scout Feedback:
TL;DR Having 2E slots for all the scout suits impacts the current Logi suits. Most notably the Amarr and Caldari Logi Suits that as a baseline only have 2E.
Long version:
2E slots on the new Scouts place the current Logi suits into a difficult position. Scouts will now have as many Equipment slots as Basic and Advanced Caldari Logi and Amarr Logi suits.
So, entry level scout suits get 2E, and get a minor hacking bonus and get better stealth bonuses. And a sidearm weapon. Can someone please explain to me why as an Amarr or Caldari dropsuit user one would use the current (or even rumored) Caldari or Amarr logi suits when given this new scout suit as an option?
Equipment slots are what give Logis their benefits.
To put this in perspective: Previously, there were only three other suits that had more than 1 equipment slots that were not 'Logi' suits:
Skinweave' Militia Minmatar Medium Frame Balac's Modified Assault ck.0 Fossil' Militia Minmatar Medium Frame The amarr adv has 3 equipment slots
So does caldari lol. Plus, if you plan to logi you don't want to use a scout. The only thing a scout will (Effectively) phase out the logi in is uplink placement and RE use.
Capt. Nerfnut96 // Ranking Officer // War Director // Burgezz ETF
|
Logi Bro
Brutor Vanguard Minmatar Republic
2869
|
Posted - 2014.02.04 22:14:00 -
[374] - Quote
Just a heads-up CCP, the 'Neo' Sentinel A-1 has a 4 second shield delay, while every other Amarr Sentinel suit has 5 second shield delay. That looks unintended, so you might want to double check on that.
Shield Recommendations
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8817
|
Posted - 2014.02.04 23:49:00 -
[375] - Quote
Ivan Avogadro wrote:whatever your Amarr Scout build is just make one tweak: put it on the Gallente Scout instead. You'll do it faster, with further scan radius, built in armor rep, and absurdly better natural dampening. All for the low low price of 40ish EHP and the MLT level stamina boost that is the Amarr racial ability.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Ryme Intrinseca
Villore Sec Ops Gallente Federation
568
|
Posted - 2014.02.05 15:25:00 -
[376] - Quote
CCP, you need to do a full infantry respec when you release the new suits. I would have spent my weapon and equipment SP VERY differently if all the dropsuits were out. Furthermore, vehicle SP has already been refunded, so it would be unreasonable not also to refund infantry SP. |
D legendary hero
Ultramarine Corp
1461
|
Posted - 2014.02.05 15:46:00 -
[377] - Quote
why is the minmatar race always getting slighted...
minmatar sentinel is worse in just abour every field than the other suits. and any advantage they have is only marginal at best.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
|
KalOfTheRathi
Nec Tributis
952
|
Posted - 2014.02.06 12:00:00 -
[378] - Quote
Reign Omega wrote:The amarr adv has 3 equipment slots The STD has two. Your point being what, exactly?
And so it goes.
|
Ryme Intrinseca
572
|
Posted - 2014.02.06 12:54:00 -
[379] - Quote
Posted in another thread, but very relevant here:
Looking at the info released so far, unless there is a major skill refund I will go from having two great proto fits to zero viable proto fits. This is because:
1. Minmatar logi is getting nerfed generally, with its only real advantage being its bonus to repair tools. That's useless to me - there had never previously been any connection between Min logi and rep tools, and I have no SP or interest in repair tools.
2. Amarr heavy frame, which has been the best heavy suit available since the game launched, will be outclassed by everything, including the Amarr sentinel, which I didn't skill into because it's bonuses were bad and I wanted a 2/3 slot layout not 1/4. Lo and behold, the Amarr sentinel is now getting that 2/3 layout PLUS a load of armour/shield resistance that the basic frame lacks.
So if there's not a big skill refund I will basically have a useless 30million SP character. Not because I made bad decisions - every decision I made was a good one. Not because I went into FOTM - Min logi and Amarr heavy frame have never been FOTM like Cal logi or Gal logi. But because I put points into suits that were perfect for my playstyle - a fast, hacking logi with proto scanner, hives, and uplinks, or a heavy with HMG/FG - but which are changing beyond all recognition.
In short, make players live by their decisions. Don't make players live by YOUR decisions to change everything about how suits work. Hence the infantry skill refund. |
Kigurosaka Laaksonen
DUST University Ivy League
254
|
Posted - 2014.02.06 23:42:00 -
[380] - Quote
Ryme Intrinseca wrote:there had never previously been any connection between Min logi and rep tools
Confirming the Scimitar has never had any connections to shield reps. [/sarcasm]
This thought process from Ryme illustrates the consequences of CCP not following the patterns they've established EVE and show why DUST needs to be as much like EVE as a FPS can possibly be.
Ryme Intrinseca wrote:In short, make players live by their decisions. Don't make players live by YOUR decisions to change everything about how suits work. Hence the infantry skill refund.
And this mentality. About every patch for EVE there's a small handful of threads asking for some type of SP refund/reimbursement/respec whatever. In DUST it's every 4 threads every day. What the hell is up with that? This is an MMO. Live with it. When vehicle skills were removed you got that SP back. When **** gets nerfed you shouldn't get anything.
That being said, I've been extremely clear that I believe the only justifiable respec would be a full and final respec when all basic racial content is finally added into the game.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
|
Ryme Intrinseca
590
|
Posted - 2014.02.07 09:13:00 -
[381] - Quote
Kigurosaka Laaksonen wrote:Ryme Intrinseca wrote:there had never previously been any connection between Min logi and rep tools Confirming the Scimitar has never had any connections to shield reps. [/sarcasm] This thought process from Ryme illustrates the consequences of CCP not following the patterns they've established EVE and show why DUST needs to be as much like EVE as a FPS can possibly be. Ryme Intrinseca wrote:In short, make players live by their decisions. Don't make players live by YOUR decisions to change everything about how suits work. Hence the infantry skill refund. And this mentality. About every patch for EVE there's a small handful of threads asking for some type of SP refund/reimbursement/respec whatever. In DUST it's every 4 threads every day. What the hell is up with that? This is an MMO. Live with it. When vehicle skills were removed you got that SP back. When **** gets nerfed you shouldn't get anything. That being said, I've been extremely clear that I believe the only justifiable respec would be a full and final respec when all basic racial content is finally added into the game. What's a Scimitar? I'm guessing some sort of Eve thing?
Maybe if CCP had made Dust PC exclusive, and advertised it as an FPS for Eve devotees, it would be slightly more reasonable for them to change all the stats in line with Eve lore on a whim. But they didn't do that, they made it PS3 exclusive and repeatedly said they wanted to pick up console FPS players with no Eve knowledge.
Regarding vehicle skill removal, my thought is basically this: if CCP are ONLY going to give a skill refund where they remove skills, and they've decided to nerf rather than remove infantry skills, the implication is that they intend to disadvantage infantry players relative to vehicle players. OP 1.7 tanks are bad enough, I don't think the core of the playerbase (infantry) will take having their suits rendered useless, when vehicle users got a respec just a month ago. CCP surely know this, so I expect some significant skill refund with 1.8. |
Llast 326
An Arkhos
1803
|
Posted - 2014.02.07 20:31:00 -
[382] - Quote
Since we have more Dev activity recentlyGǪ some seem to be trickling back from vacation, and/or have a little time from projectsGǪ Any plans to post those Med frame changes?
KRRROOOOOOM
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
732
|
Posted - 2014.02.08 03:40:00 -
[383] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
Saberwing - again thanks do the info!
Feedback as follows: 1) the gal, mini, Amarr assault bonus lay down is spot on - directly contributes to an assaulters effectiveness and lethality
2) Caldari assault bonus needs SERIOUS reconsideration. It's out of line with the other bonuses; doesn't fit with racial style and is marginal perk, particularly when compared to the others. Recommend you have a 7% reduction in rail tech spool time per level (I bumped this from 5% after calculating the actual reduction in time).
3) Solid logi bonuses laydown. I like the CPU / PG reduction perk across the board. Slight increase to equipment resource cost and you are really onto something.
4) who gets the bonus for needles and REs? Should be Cal and Mini respectively; I would like a second bonus for each racial logi even if we had to double up on equipment. Perhaps Amarr also gets the scanner and Gal get the rep tool?
"Endless money forms the sinews of War." - Cicero
|
Paladin Sas
Pro Hic Immortalis
285
|
Posted - 2014.02.08 04:10:00 -
[384] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level.
WOOT WOOT, assault/logi changes. now, first off, i like what is purposed A LOT, but i feel that with the upcoming "potential" damage nerfs and the new sentinels, i feel that the assault suits would benefit more from a 1% damage to light/sidearm weapons per level that a reduced PG/CPU bonus. it would help them maintain their role as a front line combatant so they can compete with the new heavies, without making them horribly game breaking. |
silvergap Shen
Die Valkyrja Renegade Alliance
1
|
Posted - 2014.02.08 04:10:00 -
[385] - Quote
i suggest that scout and assault have 1 EQ fou std and adv,have 2 EQ for Pro.
s+ósà¦S¦ïµPün+îFç¦S¦Äµùás+ópÇé
|
Summ Dude
Direct Action Resources
182
|
Posted - 2014.02.08 05:32:00 -
[386] - Quote
New Assault and Logi bonuses look pretty good. I always thought that a bonus to railgun weapons' range made the most sense for Caldari Assault, but I can somewhat understand the reasoning behind the reload speed. Although it does seem a little bit less interesting.
Anywho, so when do we get to look at the new suit stats as well?
Not just a laymen, but the laymen.
|
Sgt Kirk
Fatal Absolution
4491
|
Posted - 2014.02.08 06:16:00 -
[387] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. The overall Assault bonus is pin point but the Racial bonus for Gallente Assault is very poor imo. UNLESS you guys intend on increasing dispersion and kick (Recoil?) greatly among the weapons in 1.8.
If not the bonus is pretty bad, it only helps Assault rifle user and to be honest it may even hurt them. I can't speak for everybody but a lot of the people I know, including me, rely on spread when firing from the hip in CQC. Tightening it will only make it harder to land shots in fast paced CQC combat. |
Ghost Kaisar
Titans of Phoenix Legacy Rising
2785
|
Posted - 2014.02.08 08:46:00 -
[388] - Quote
Sgt Kirk wrote:CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. The overall Assault bonus is pin point but the Racial bonus for Gallente Assault is very poor imo. UNLESS you guys intend on increasing dispersion and kick (Recoil?) greatly among the weapons in 1.8. If not the bonus is pretty bad, it only helps Assault rifle user and to be honest it may even hurt them. I can't speak for everybody but a lot of the people I know, including me, rely on spread when firing from the hip in CQC. Tightening it will only make it harder to land shots in fast paced CQC combat.
I think the Dispersion and Kick reduction will work wonders for the AR.
That thing will be a hipfire monster. Think of the Gallente AR with the Hipfire of the RR with almost no Kick. That's where I think this will be heading.
The Plasma storm is coming. I can feel it.
Nothing says "F**K YOU!" like a direct Flaylock to the face.
Minmatar. In Rust we trust.
|
Kevall Longstride
DUST University Ivy League
959
|
Posted - 2014.02.08 08:54:00 -
[389] - Quote
As a maxed Gallente Assault AR user I'm quite pleased with these changes on paper. Should make up for the greater DPS that the RR has if my AR is more accurate.
Proof of the pudding is in the eating however so I'll hold of judgment till I play them in the game.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
|
shaman oga
Nexus Balusa Horizon
1565
|
Posted - 2014.02.08 10:00:00 -
[390] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
EDIT: Now, with something useful:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons] - Caldari Assault: +5% to reload speed of hybrid railgun light/sidearm weapons per level. - Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level. - Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. - Amarr Assault: 5% reduction to laser weaponry heat build-up per level.
Logistics [5% reduction to PG/CPU cost of equipment] - Caldari Logistics: +10% to nanohive max. nanites and +5% to supply rate and repair amount per level. - Gallente Logistics: +10% to active scanner visibility duration and +5% to active scanner precision per level. - Minmatar Logistics: +10% to repair tool range and 5% to repair amount per level. - Amarr Logistics: 10% reduction to drop uplink spawn time and +2 to max. spawn count per level. It's difficult to express myself on the assault class, mainly because i don't know how the weapons will be rebalanced, but i like the class bonus.
It's different for logistics, i like the class bonus but i don't like these bonus on equipments, assault have a bonus on a class of weapons (eg. caldari: RR, sniper rifle), logistics are locked, they have a bonus on 1 equipment. Basically i feel like: you like nanohives> go caldari, you like scanner> go gallente. I don't like this feeling. Caldari should have a bonus on shields, Gallente on armor repair, Amarr on armor HP and Minmatar on sprint speed or walking speed. Increase the survival ability on logistics is more important than increasing the equipments effect imo.
1.8 it's so secret that nobody know what will be in it, even after patch notes...
|
|
BLUNT SMKR
Ahrendee Mercenaries EoN.
16
|
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
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
RKKR
The Southern Legion The Umbra Combine
735
|
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
|
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.
|
Summ Dude
Direct Action Resources
183
|
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.
|
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
|
DeathwindRising
ROGUE SPADES
227
|
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?
|
Spectral Clone
Dust2Dust. Top Men.
1184
|
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
|
Appia Vibbia
Ancient Exiles. Renegade Alliance
1077
|
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)
|
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
|
|
iOwn AE Glitchers
Kinsho Swords Caldari State
45
|
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
|
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
|
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!
|
axis alpha
Red Star. EoN.
200
|
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!
|
Ydubbs81 RND
Ahrendee Mercenaries EoN.
2418
|
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
|
GVGMODE
WorstPlayersEver
131
|
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
|
Mad Syringe
ReDust Inc.
71
|
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
|
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.
|
General12912
Gallente Marine Corps
52
|
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
|
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.
|
|
Llast 326
An Arkhos
1824
|
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
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
157
|
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.
|
Meee One
The dyst0pian Corporation Zero-Day
317
|
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!
|
Summ Dude
Direct Action Resources
183
|
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.
|
Llast 326
An Arkhos
1825
|
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
|
Meee One
The dyst0pian Corporation Zero-Day
317
|
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!
|
ANON Cerberus
Tiny Toons
329
|
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
|
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
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
157
|
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.
|
Awry Barux
Paladin Survey Force Amarr Empire
459
|
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. |
|
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. |
|
Summ Dude
Direct Action Resources
189
|
Posted - 2014.02.10 13:05:00 -
[451] - Quote
Ryme Intrinseca wrote:Summ Dude wrote:Ryme Intrinseca wrote: 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. Like I said, let's wait and see where the pieces fall before we jump to calling things "ludicrously OP".
Not just a laymen, but the laymen.
|
AmlSeb
The New Age Outlaws WINMATAR.
24
|
Posted - 2014.02.10 14:58:00 -
[452] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1821779 You should have a look at this one if you want to see really useful bonuses for the Assault at least ;) |
NextDark Knight
Hellstorm Inc League of Infamy
181
|
Posted - 2014.02.10 15:36:00 -
[453] - Quote
After sleeping on it.. the reload speed isn't so bad as long as Rail don't get the Nerf Hammer. Just the damn nerf to shield recharge is going to be brutal!!!
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Kigurosaka Laaksonen
DUST University Ivy League
264
|
Posted - 2014.02.10 15:46:00 -
[454] - Quote
Reload speed bonuses barely matter. After a certain point in the reloading process, (when the clip is in), sprinting will cnacel the last part of the animation but still leave you with a full clip. Super useful for HMGs and other long reload time weapons. I will never put an SP into reload skills (or value reload bonuses on suits) until this bug is fixed.
It doesn't matter if this is a long standing 'mechanic' of FPSs. Call it what it is, a bug, a bad mechanic, whatever. It needs to be changed.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
Zaria Min Deir
Ancient Exiles. Renegade Alliance
541
|
Posted - 2014.02.10 17:20:00 -
[455] - Quote
I knew it was too much to hope that you'd rethink the logi bonuses... oh, well, at least the min assault looks quite nice
Soooooo... How about those medium suit stats? Should we assume they're not changing?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9009
|
Posted - 2014.02.10 19:43:00 -
[456] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=141477&find=unread
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Jakobi Wan
Legions of Infinite Dominion Zero-Day
64
|
Posted - 2014.02.10 20:20:00 -
[457] - 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.
why doesn't my plasma cannon get any buff from the gallente assault skill? :/ |
bamboo x
Eternal Beings Proficiency V.
83
|
Posted - 2014.02.11 00:28:00 -
[458] - Quote
Disappointed to see Min Logi hack speed thrown out the window.
I happen to know I'm not the only person who chose the suit for the hack speed.
Will be quite upset if we don't get a dropsuit respec now. |
bamboo x
Eternal Beings Proficiency V.
83
|
Posted - 2014.02.11 00:32:00 -
[459] - Quote
Summ Dude wrote:I personally think that the hack speed bonus is much better suited to a Scout than a Logi.
I assume you're not skilled into it. In that case, feel free to shut the **** up. |
Kigurosaka Laaksonen
DUST University Ivy League
266
|
Posted - 2014.02.11 03:05:00 -
[460] - Quote
bamboo x wrote:Disappointed to see Min Logi hack speed thrown out the window.
I happen to know I'm not the only person who chose the suit for the hack speed.
Will be quite upset if we don't get a dropsuit respec now.
I was disappointed to see the Apocalypse turned into a drone boat. Thankfully CCP gave all of us our SP back.
Oh wait, they didn't.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
|
Fristname Family name
The New Age Outlaws WINMATAR.
56
|
Posted - 2014.02.11 06:05:00 -
[461] - Quote
bamboo x wrote:Summ Dude wrote:I personally think that the hack speed bonus is much better suited to a Scout than a Logi. I assume you're not skilled into it. In that case, feel free to shut the **** up. Ok well frist of all ( see what I did there ) I agree with both of you. I have a min logi at level 5 and my hacking skill is 3 atm. ( I just started specing into hacking without thinking of new logi bonus ) I will be dissapointed but even the gallante logi could have the same hacking speed as a min ( you get 5 low slots and min gets 4 but gets a complex code breaker for level 5 ) any who the scout is a swift stealthy suit which I always thought of a suit that needs to have a hacking skill, and the scout can get in and out with res on the point he just hacked to make shure its secure. But a logi go's in and gets scaned then its game over. Also my logi has proto massdrivers so im not to sad bout the change.
Ammar is dead and everyones happy. Yay.
|
|
CCP Logibro
C C P C C P Alliance
4996
|
Posted - 2014.02.11 11:10:00 -
[462] - Quote
Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
|
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
162
|
Posted - 2014.02.11 11:12:00 -
[463] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
Will they get some bonuses or not?
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
jhon hartigan
Maphia Clan Corporation
35
|
Posted - 2014.02.11 11:14:00 -
[464] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Amarr sentinel commando and scout all have the same amount of modules of other races. So I thought the Amarr assault was going to receive the same amount of modules of other assaults. I guess I was wrong. Btw I am a Minmatar so I dont really give a s**t. :) |
Beren Hurin
Onslaught Inc RISE of LEGION
2075
|
Posted - 2014.02.11 12:59:00 -
[465] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
Might this possibly be a 20-25% fitting buff for ADV/PRO assault suits along with some better native shield regen and possibly a bit of base armor repair on all logis? |
Django Quik
Dust2Dust.
2168
|
Posted - 2014.02.11 13:33:00 -
[466] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) So logis are still going to have ridiculous amounts of slots!?
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Spectral Clone
Dust2Dust. Top Men.
1215
|
Posted - 2014.02.11 14:00:00 -
[467] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
Increased shield regen on caldari assault?!
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
|
Soraya Xel
The Corporate Raiders Top Men.
1445
|
Posted - 2014.02.11 15:02:00 -
[468] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
Medium frames need some slot love to put them between Assault and Logistics, not just being terrible-er assault suits.
I'd like to be your CPM1 candidate
|
Oxskull Duncarino
Tickle My Null-Sac
392
|
Posted - 2014.02.11 15:16:00 -
[469] - Quote
Soraya Xel wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Medium frames need some slot love to put them between Assault and Logistics, not just being terrible-er assault suits. What I take Logibro's post to mean is in reference to ALL medium frames, both specialised and unspecialised. Light and heavy have to change to encompass the new suits. I could be wrong on that as it wouldn't be the first time a CCP employee's post was a bit ambiguous
It'll be interesting to see what base stats have been changed. I really hope the Mini assault has at least a higher base shield regen than the present one if slots are staying the same. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
574
|
Posted - 2014.02.11 15:23:00 -
[470] - 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.
Are the slot layouts and all the stats remaining the same as on TQ now, with just bonuses changing?
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3427
|
Posted - 2014.02.11 15:49:00 -
[471] - Quote
Oxskull Duncarino wrote:Soraya Xel wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Medium frames need some slot love to put them between Assault and Logistics, not just being terrible-er assault suits. What I take Logibro's post to mean is in reference to ALL medium frames, both specialised and unspecialised. Light and heavy have to change to encompass the new suits. I could be wrong on that as it wouldn't be the first time a CCP employee's post was a bit ambiguous It'll be interesting to see what base stats have been changed. I really hope the Mini assault has at least a higher base shield regen than the present one if slots are staying the same.
It would be a little odd to shift the tank hard towards armor like they did on the other Amarr suits, but leave the slots the same? I also took it to mean the medium "role" suits. It's still not clear to me if the basic suits (like the heavy frame) are going to be completely different from the Sentinel in slots like they were before (that's a bunch of counterpart heavy suits...). Somehow I doubted the basic medium or lights would get touched, and to the extent they exist, I imagine they're unbonused scout/assault suits still.
Dren and Templar equipment stats, wrong since release.
|
james jared
The Phoenix Federation
10
|
Posted - 2014.02.11 16:09:00 -
[472] - Quote
What is going to happen with the bop. Will they change to what the basic suits r??? Or will they just stay the same and do they get the bonus too? |
Oxskull Duncarino
Tickle My Null-Sac
399
|
Posted - 2014.02.11 16:16:00 -
[473] - Quote
Zeylon Rho wrote:Oxskull Duncarino wrote:Soraya Xel wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Medium frames need some slot love to put them between Assault and Logistics, not just being terrible-er assault suits. What I take Logibro's post to mean is in reference to ALL medium frames, both specialised and unspecialised. Light and heavy have to change to encompass the new suits. I could be wrong on that as it wouldn't be the first time a CCP employee's post was a bit ambiguous It'll be interesting to see what base stats have been changed. I really hope the Mini assault has at least a higher base shield regen than the present one if slots are staying the same. It would be a little odd to shift the tank hard towards armor like they did on the other Amarr suits, but leave the slots the same? I also took it to mean the medium "role" suits. It's still not clear to me if the basic suits (like the heavy frame) are going to be completely different from the Sentinel in slots like they were before (that's a bunch of counterpart heavy suits...). Somehow I doubted the basic medium or lights would get touched, and to the extent they exist, I imagine they're unbonused scout/assault suits still. Yeh, I can see your point about the Amarr medium slots if they get a shift of balance towards the armour side. The same as the Amarr heavy though, the medium might get a very good base armour stat with few low slots, but with an extra high slot to stick damage mods into. But that would be an issue in my view as an assault putting any more than 2 damage mods on is stupid as the CPU/PG cost for a minimal raise in damage is not worth it. So, if the armour is increased but slots are left as is, what is a armour based suit suppose to stick in their 3rd high slot. Hopefully we'll see some kind of patch notes or dev blog soon to chew it over. Lol, possible there could be a bit of spitting on it too.
As for the basic/unspecialised frames, I've been holding out hope for a while that they would just get removed. They're just needless SP and ISK sinks in most cases for new players. |
Reav Hannari
Red Rock Outriders
3010
|
Posted - 2014.02.11 16:27:00 -
[474] - Quote
Spectral Clone wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Increased shield regen on caldari assault?!
The Minmatar should have better shield regen than the Caldari. The Caldari should be the big buffer race.
// Lance Commander // Matari Logistics / Scout / Pilot // @ReesNoturana
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1439
|
Posted - 2014.02.11 16:38:00 -
[475] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
Then you better not give a repec yet, the slot layout is the main reason why we have so many slayer logis.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
|
shaman oga
Nexus Balusa Horizon
1593
|
Posted - 2014.02.11 16:39:00 -
[476] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Really? STD level gallente logi sucks, it has only 2 lows, add at least 1 low, scouts are gaining a ton of slots. Same for the minmatar proto assault, 5 high are not sustainable, 4/3 would be better and also in line with the dual tanking nature.
1.8 it's so secret that nobody know what will be in it, even after patch notes...
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6600
|
Posted - 2014.02.11 17:38:00 -
[477] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Given that the Amarr Scout, Sentinel, and Commando all have more lows than highs and an equal number of slots as every other race, I'd say this change needs to be made for medium frames as well for consistency. Currently Amarr medium frames have equal lows and highs and have one less module slot than every other race. The exception for equal module slots I can see is Amarr Logi since it has a sidearm, but loses an equipment and module.
And Aero said unto his children, "LET THERE BE A REGISTRY"
CPM Info and Q&A -Status: Open
|
Appia Vibbia
Ancient Exiles. Renegade Alliance
1114
|
Posted - 2014.02.11 17:47:00 -
[478] - Quote
Spectral Clone wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Increased shield regen on caldari assault?! 1.7 scout skill bonus was -5% to scan profile per level. 1.8 skill no longer has this, instead it is built into the suit. Perhaps the same will be done with Assault shield regen? I really hope it does happen that way.
Appia Vibbia for CPM1
[email protected] (checked every Monday/Wednesday/Friday)
|
Beren Hurin
Onslaught Inc RISE of LEGION
2076
|
Posted - 2014.02.11 17:49:00 -
[479] - Quote
Appia Vibbia wrote:Spectral Clone wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Increased shield regen on caldari assault?! 1.7 scout skill bonus was -5% to scan profile per level. 1.8 skill no longer has this, instead it is built into the suit. Perhaps the same will be done with Assault shield regen? I really hope it does happen that way.
A caldari assault that carried the same recharge delay as the sentinal would be truly wicked, and while having a lower overall HP than other assaults, it would certainly still be more of a unique niche. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1945
|
Posted - 2014.02.11 17:54:00 -
[480] - Quote
Just a word of caution to people who think it's crazy that they are changing base stats but not slot counts: how many times have we told them not to change too many things at once? (I.e. Swarms)
Be careful what you ask for!
I also don't think that it's the logi slots as much as the fitting power that's the issue with slayer logis. Assuming they drop the CPU/PG of the logi suits to compensate for the new equipment bonuses I don't think the slot counts necessarily need to be changed. Again, remembering that changing too many things at once increases the chance of breaking things.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
|
|
Master Smurf
Nos Nothi
94
|
Posted - 2014.02.11 18:17:00 -
[481] - Quote
Reav Hannari wrote:Spectral Clone wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) Increased shield regen on caldari assault?! The Minmatar should have better shield regen than the Caldari. The Caldari should be the big buffer race.
Give them similar regen (or Minmatar better) stats and then switch Caldari and Minmatar Assault slots
That 5 / 2 has to go especially with the scout getting 3 low slots.
"Shine bright like a diamond"
|
lee corwood
Knights Of Ender Galactic Skyfleet Empire
466
|
Posted - 2014.02.11 20:11:00 -
[482] - Quote
John Demonsbane wrote:Just a word of caution to people who think it's crazy that they are changing base stats but not slot counts: how many times have we told them not to change too many things at once? (I.e. Swarms)
Be careful what you ask for!
I also don't think that it's the logi slots as much as the fitting power that's the issue with slayer logis. Assuming they drop the CPU/PG of the logi suits to compensate for the new equipment bonuses I don't think the slot counts necessarily need to be changed. Again, remembering that changing too many things at once increases the chance of breaking things.
I agree with this. Overhauling has been seen as bad across the board in forums. Tweaks are better than overhauls. I think if they reduce the cpu/pg for logis overall and provide fitting bonuses for EQ, you're already moving in the right direction of negating the slayer logi benefits.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
|
SponkSponkSponk
The Southern Legion The Umbra Combine
650
|
Posted - 2014.02.12 02:13:00 -
[483] - Quote
John Demonsbane wrote:Just a word of caution to people who think it's crazy that they are changing base stats but not slot counts: how many times have we told them not to change too many things at once? (I.e. Swarms)
Be careful what you ask for!
I also don't think that it's the logi slots as much as the fitting power that's the issue with slayer logis. Assuming they drop the CPU/PG of the logi suits to compensate for the new equipment bonuses I don't think the slot counts necessarily need to be changed. Again, remembering that changing too many things at once increases the chance of breaking things.
Sure, change things one at a time. No problem.
However, it's imperative to provide guidance on what other things you're planning to change, even if they're not coming soon.
Selling dust codes!
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
574
|
Posted - 2014.02.12 04:37:00 -
[484] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) You can't really be serious that there's not going to be slot changes for the medium suits. I mean, look at Amarr suits. Their slot layout is weird, their frankenstein equal shield/armor HP hardly makes up for the fact that the additional HP is for a basic module only. Surely, you have to realize that people don't fit their suits with primarily basic modules for PC. That Amarr suit is going to have less potential hp, not even just effective hp.
Also, if that's not enough, the Amarr suit bonus is *only* a buff to using laser weaponry heat build-up, which notably a Scrambler Pistol doesn't have to deal with. So, Amarr medium assault is left with a buff to rifles only, whereas the other races' have a buff to their rifle and sidearm. Arguably, the Caldari bonus here is going to end up being the best overall, considering that faster reloads = more dps.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
446
|
Posted - 2014.02.12 09:36:00 -
[485] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8)
I thought that you guys had decided to drop the whole dual tanking, and give amarr back thier missing slot...
Or is that just for the scout/commando/sentinel?
While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either.
|
Summ Dude
Direct Action Resources
202
|
Posted - 2014.02.12 09:42:00 -
[486] - Quote
Hm... Maybe Logibro meant that the total number of slots will be the same, but they'll actually have different placement? Maybe?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
575
|
Posted - 2014.02.12 15:09:00 -
[487] - Quote
Summ Dude wrote:Hm... Maybe Logibro meant that the total number of slots will be the same, but they'll actually have different placement? Maybe? As optimistic as that may be, I'm pretty sure he meant the slot imbalance (that some suits have more than others) is going to stay in the current suit configuration.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
475
|
Posted - 2014.02.12 16:24:00 -
[488] - Quote
Vespasian Andendare wrote:CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) You can't really be serious that there's not going to be slot changes for the medium suits. I mean, look at Amarr suits. Their slot layout is weird, their frankenstein equal shield/armor HP hardly makes up for the fact that the additional HP is for a basic module only. Surely, you have to realize that people don't fit their suits with primarily basic modules for PC. That Amarr suit is going to have less potential hp, not even just effective hp. Also, if that's not enough, the Amarr suit bonus is *only* a buff to using laser weaponry heat build-up, which notably a Scrambler Pistol doesn't have to deal with. So, Amarr medium assault is left with a buff to rifles only, whereas the other races' have a buff to their rifle and sidearm. Arguably, the Caldari bonus here is going to end up being the best overall, considering that faster reloads = more dps.
Lol, did you just say the Caldari load bonus was the best?! Haha to funny...
Please fix the mic bubble bug...
|
RedBleach LeSanglant
Hellstorm Inc League of Infamy
542
|
Posted - 2014.02.13 08:29:00 -
[489] - Quote
Come back 2 weeks later and the 'not final' logi racial bonuses are still crap and now, at least, officially listed. They still have my official disapproval. They just don't fit, as I understand the logi role, as they only offset the equipment nerf. Regardless of the racial origins of the equipment their use on the battlefield does not quite fit with the bonuses - particularly Amarr.
Equipment skill trees, not this.
The Logi Code. The Path of the Logibro
|
Summ Dude
Direct Action Resources
208
|
Posted - 2014.02.13 08:40:00 -
[490] - Quote
RedBleach LeSanglant wrote:Come back 2 weeks later and the 'not final' logi racial bonuses are still crap and now, at least, officially listed. They still have my official disapproval. They just don't fit, as I understand the logi role, as they only offset the equipment nerf. Regardless of the racial origins of the equipment their use on the battlefield does not quite fit with the bonuses - particularly Amarr.
Equipment skill trees, not this. I disagree. Yes, Logis will now have to be more specialized in order to remain competitive. But I believe this was always the ultimate design goal of the game, for all suits. As has been pointed out, some of the new racial Assault bonuses seem to be sort of making up for a drawback of that race's Assault Rifle, so I wouldn't be surprised if we also saw across the board nerfs to Assault Rifles, requiring Assaults to also strongly specialize to stay competitive. I think CCP is just trying to get back towards what always seemed (to me at least) to be a very heavily advertised aspect of the game: role-based team combat.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
|
Myron Kundera
The Generals General Tso's Alliance
30
|
Posted - 2014.02.13 17:10:00 -
[491] - Quote
Assault [5% reduction to PG/CPU cost of light/sidearm weapons]
- Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
I think 5% ROF increase to hybrid - blaster light/sidearm per level would be much better. We allready get reduced kick and hip fire dispersion with sharp shooter and operation skills at level 5.
Or, 5% increase to optimal range of hybrid - blaster light/sidearm per level.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
|
Mordecai Sanguine
What The French Never.Surrender
447
|
Posted - 2014.02.13 17:15:00 -
[492] - Quote
Myron Kundera wrote:Assault [5% reduction to PG/CPU cost of light/sidearm weapons]
- Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
I think 5% ROF increase to hybrid - blaster light/sidearm per level would be much better. We allready get reduced kick and hip fire dispersion with sharp shooter and operation skills at level 5.
Or, 5% increase to optimal range of hybrid - blaster light/sidearm per level.
Racial bonuses are not supposed to be a "god mod" or something too powerful. (gamebreaking) Your idea is to hugely increase potential DPS in a time we're trying to increase TTK. That's kind... |
Beren Hurin
Onslaught Inc RISE of LEGION
2080
|
Posted - 2014.02.13 17:16:00 -
[493] - Quote
Myron Kundera wrote:Assault [5% reduction to PG/CPU cost of light/sidearm weapons]
- Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
I think 5% ROF increase to hybrid - blaster light/sidearm per level would be much better. We allready get reduced kick and hip fire dispersion with sharp shooter and operation skills at level 5.
Or, 5% increase to optimal range of hybrid - blaster light/sidearm per level.
Dispersion causes a little longer range. |
Nirwanda Vaughns
339
|
Posted - 2014.02.13 17:35:00 -
[494] - Quote
just noticed and this may have been raised previosuly but arn't the secondar restances wrong?
it sas gallente has 3% per level to armor hybrid rail and 2% to explosive yet gal/min are 'allies' Caldari secondary is to laser and not hybrid blasters ect
i'm just going on the lore here that traditionally amarr/caldari and gal/minny are generally friendly towards each other
Proto and proud!!
|
Beren Hurin
Onslaught Inc RISE of LEGION
2080
|
Posted - 2014.02.13 17:37:00 -
[495] - Quote
Nirwanda Vaughns wrote:just noticed and this may have been raised previosuly but arn't the secondar restances wrong?
it sas gallente has 3% per level to armor hybrid rail and 2% to explosive yet gal/min are 'allies' Caldari secondary is to laser and not hybrid blasters ect
i'm just going on the lore here that traditionally amarr/caldari and gal/minny are generally friendly towards each other Yes they are friendly toward each other but that doesn't stop them everyone from using whatever weapon they want. |
Jacques Cayton II
Providence Guard Templis CALSF
588
|
Posted - 2014.02.13 17:37:00 -
[496] - Quote
Nirwanda Vaughns wrote:just noticed and this may have been raised previosuly but arn't the secondar restances wrong?
it sas gallente has 3% per level to armor hybrid rail and 2% to explosive yet gal/min are 'allies' Caldari secondary is to laser and not hybrid blasters ect
i'm just going on the lore here that traditionally amarr/caldari and gal/minny are generally friendly towards each other No even in eve it's like that shush you.
We fight for the future of the State not our
personal goals
|
Nirwanda Vaughns
339
|
Posted - 2014.02.13 17:52:00 -
[497] - Quote
Jacques Cayton II wrote:Nirwanda Vaughns wrote:just noticed and this may have been raised previosuly but arn't the secondar restances wrong?
it sas gallente has 3% per level to armor hybrid rail and 2% to explosive yet gal/min are 'allies' Caldari secondary is to laser and not hybrid blasters ect
i'm just going on the lore here that traditionally amarr/caldari and gal/minny are generally friendly towards each other No even in eve it's like that shush you.
in eve the ships just get an extra 10% to the armor resistance associated with their enemys weapon system. amarr to EXP caldari to Therm gall to Kin minn to EM
just think the sentinel bonus is a bit stupid and i'm not suite sure why the same 4 resistance/damage types haven't been brought over to the dropsuits because it'd fix weapon balance so much and means we could also have resistance plates mixed in with shield/armor mods
Proto and proud!!
|
Killar-12
The Corporate Raiders Top Men.
2325
|
Posted - 2014.02.13 20:48:00 -
[498] - 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.
Will there be any changes to suit stats, most notably Gal Assault PG/CPU and the Amarr Medium's Armor HP compared to sheild HP.
Listen
I'll change the song every week
|
Dremel wp
Shadow Company HQ Lokun Listamenn
19
|
Posted - 2014.02.13 21:40:00 -
[499] - Quote
I like the assault skills except : minmatar explosive, should be to total ammo, not clip. Gallente- I would like if it was to ADS only, and not to hip fire.
http://i.imgur.com/sDVthSP.gif
|
Myron Kundera
The Generals General Tso's Alliance
31
|
Posted - 2014.02.13 23:55:00 -
[500] - Quote
Mordecai Sanguine wrote:Myron Kundera wrote:Assault [5% reduction to PG/CPU cost of light/sidearm weapons]
- Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
I think 5% ROF increase to hybrid - blaster light/sidearm per level would be much better. We allready get reduced kick and hip fire dispersion with sharp shooter and operation skills at level 5.
Or, 5% increase to optimal range of hybrid - blaster light/sidearm per level.
Racial bonuses are not supposed to be a "god mod" or something too powerful. (gamebreaking) Your idea is to hugely increase potential DPS in a time we're trying to increase TTK. That's kind...
God mode? really? LMFAO. I dont think you run Gallente Assault much. I run it since day 1 and trust me, this change wont make this suit god mode, this change will only make the suit more competitive against CALDARI 514. And don-¦t give me the RR is getting nerfed BS cause we all know that Magsec is going to be OP and that the RR will continue to be an automatic sniper rifle that kills in CQC in 1.8, so yeah, i finally figured it out, CCP means Complete Caldari Pride.
And yeah, the RR did touch me in bad places,
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
|
|
Oxskull Duncarino
Tickle My Null-Sac
425
|
Posted - 2014.02.14 00:06:00 -
[501] - Quote
Dremel wp wrote:I like the assault skills except : minmatar explosive, should be to total ammo, not clip. Gallente- I would like if it was to ADS only, and not to hip fire. I've a few opinions on the skills, but the thing is we don't know what changes are being made to the base stats of the racial weapons associated with the suits so it's hard to tell what's good or not. Longer reload for the rail rifles, terrible spread for the plasma rifles, small clip size for the combat rifles, and a faster overheat for the laser weapons are all potentials that would actually make each suit skill they suggested as very viable.
One of the Devs has said that more than likely the explosive bonus won't be used since the present plan is to actually buff the base damage of the massdriver, both direct and splash, making the idea of giving a potential for alot more rounds in the mag causing it to be unbalanced. This stuff is all pretty much up in the wind though and liable to change until they cement their ideas and show us. My Gallente fatso better not change, although I won't say no to more HPs
Bringing in changes like above would make assault suits excellent options, much as most people seem to think it'll be heavy/scout 514 after patch 1.8, and I really hope there is something like this, as the more diversity on the battlefield the more fun it is.
|
Fristname Family name
The New Age Outlaws WINMATAR.
56
|
Posted - 2014.02.14 07:29:00 -
[502] - Quote
Pilot suit any soon?
Ammar is dead and everyones happy. Yay.
|
Kigurosaka Laaksonen
DUST University Ivy League
303
|
Posted - 2014.02.16 04:46:00 -
[503] - Quote
Nirwanda Vaughns wrote: i'm not suite sure why the same 4 resistance/damage types haven't been brought over to the dropsuits because it'd fix weapon balance so much and means we could also have resistance plates mixed in with shield/armor mods
You mean to say that we should have weapon types and damage types like in EVE?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
Henchmen21
Planet Express LLC
589
|
Posted - 2014.02.16 05:29:00 -
[504] - Quote
Officially taking back my complaints of the repper bonus for minm logi. In anticipation of it I skilled them to proto and have been enjoying them. Bring it on.
CCP your matchmaking sucks
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
|
Kal Kronos
L.O.T.I.S. D.E.F.I.A.N.C.E
194
|
Posted - 2014.02.16 10:48:00 -
[505] - Quote
Cal assault bonus is crap, increase my optimal range on rails or give me a regulation bonus...
What's not to love about the scrambler rifle, the thing is a precision weapon and at the same time a shotgun.
|
Sleepy Shadow
L.O.T.I.S. D.E.F.I.A.N.C.E
99
|
Posted - 2014.02.16 16:11:00 -
[506] - Quote
Kal Kronos wrote:Cal assault bonus is crap, increase my optimal range on rails or give me a regulation bonus...
Look at GallenteGǪ I donGÇÖt think I will ever use my Gallente assault suit again. I was really looking forward to dusting off my assault suit in 1.8 but I donGÇÖt see that happening, not with these bonuses. Slaylog for the win, I suppose, my Amarr logi is better in every conceivable way.
I will miss you, my dear four-eyes, you will always be close to my heart :GÇÖ(
.ߦóߦî+ÿ+ÿߦÿߦŠߦó+ê+æߦåߦÅߦë - -Æߦ£ß¦îߦîß+¦ Qߦ+ߦÇߦîߦë-ô-ù-+ߦå ߦáߦÉߦÜ+½ß¦â.
...
-¦ ߦíߦÇ-ò -òߦäߦÇ+¦+¦ß¦çߦà ߦÅ+¦ß¦äߦç... -òߦ¢-¦-ƒ-ƒ -ôߦçߦç-ƒ ß¦Ç -ƒ-¦ß¦¢ß¦¢-ƒß¦ç ߦá-¦ß¦Å-ƒß¦Çߦ¢ß¦çߦà
|
Ekrano Fergus
Molon Labe. General Tso's Alliance
31
|
Posted - 2014.02.16 18:09:00 -
[507] - Quote
Kal Kronos wrote:Cal assault bonus is crap, increase my optimal range on rails or give me an extender bonus... Fixed.
/)_/)
( . .)
C(") (")
|
Summ Dude
Direct Action Resources
233
|
Posted - 2014.02.16 18:24:00 -
[508] - Quote
Sleepy Shadow wrote:Kal Kronos wrote:Cal assault bonus is crap, increase my optimal range on rails or give me a regulation bonus... Look at GallenteGǪ I donGÇÖt think I will ever use my Gallente assault suit again. I was really looking forward to dusting off my assault suit in 1.8 but I donGÇÖt see that happening, not with these bonuses. Slaylog for the win, I suppose, my Amarr logi is better in every conceivable way. I will miss you, my dear four-eyes, you will always be close to my heart :GÇÖ( I'd wait and see what the AR looks like in 1.8 before jumping to conclusions. I'm suspecting at least slight changes to all the racial Assault Rifles, and given the GalAssault bonus, I wouldn't be too surprised if the AR ended up with more dispersion and kick. Likewise, the RR might just end up with a smaller clip size (making the CalAssault bonus more useful).
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Sleepy Shadow
L.O.T.I.S. D.E.F.I.A.N.C.E
99
|
Posted - 2014.02.16 20:41:00 -
[509] - Quote
Summ Dude wrote:Sleepy Shadow wrote:Kal Kronos wrote:Cal assault bonus is crap, increase my optimal range on rails or give me a regulation bonus... Look at GallenteGǪ I donGÇÖt think I will ever use my Gallente assault suit again. I was really looking forward to dusting off my assault suit in 1.8 but I donGÇÖt see that happening, not with these bonuses. Slaylog for the win, I suppose, my Amarr logi is better in every conceivable way. I will miss you, my dear four-eyes, you will always be close to my heart :GÇÖ( I'd wait and see what the AR looks like in 1.8 before jumping to conclusions. I'm suspecting at least slight changes to all the racial Assault Rifles, and given the GalAssault bonus, I wouldn't be too surprised if the AR ended up with more dispersion and kick. Likewise, the RR might just end up with a smaller clip size (making the CalAssault bonus more useful).
Gal bonus is for one weapon type only, it only affects my performance if I use said weapon type. And since the bonus is, in my opinion, lacklustre I have to weigh in which suit gives me better performance overall as an assault.
My proto logi has exactly the same high and low slots as the Gallente assault but I can also carry three equipment. On top of this, the CPU/PG allows me to make fewer sacrifices. After 1.8 my logi suit loses the bonus to armour repair modules, which I will dearly miss, but instead all my equipment take less CPU/PG allowing me to fit better modules.
The bonuses CCP is giving assaults do not enhance oneGÇÖs ability to assault or make the suits any better at it compared to the logis. Now, if CCP would change some slots or give more of them, on top of changing the suit stats, I would reconsider.
.ߦóߦî+ÿ+ÿߦÿߦŠߦó+ê+æߦåߦÅߦë - -Æߦ£ß¦îߦîß+¦ Qߦ+ߦÇߦîߦë-ô-ù-+ߦå ߦáߦÉߦÜ+½ß¦â.
...
-¦ ߦíߦÇ-ò -òߦäߦÇ+¦+¦ß¦çߦà ߦÅ+¦ß¦äߦç... -òߦ¢-¦-ƒ-ƒ -ôߦçߦç-ƒ ß¦Ç -ƒ-¦ß¦¢ß¦¢-ƒß¦ç ߦá-¦ß¦Å-ƒß¦Çߦ¢ß¦çߦà
|
Summ Dude
Direct Action Resources
238
|
Posted - 2014.02.17 04:49:00 -
[510] - Quote
Sleepy Shadow wrote:Gal bonus is for one weapon type only, it only affects my performance if I use said weapon type. And since the bonus is, in my opinion, lacklustre I have to weigh in which suit gives me better performance overall as an assault.
My proto logi has exactly the same high and low slots as the Gallente assault but I can also carry three equipment. On top of this, the CPU/PG allows me to make fewer sacrifices. After 1.8 my logi suit loses the bonus to armour repair modules, which I will dearly miss, but instead all my equipment take less CPU/PG allowing me to fit better modules.
The bonuses CCP is giving assaults do not enhance oneGÇÖs ability to assault or make the suits any better at it compared to the logis. Now, if CCP would change some slots or give more of them, on top of changing the suit stats, I would reconsider. All of the Assault bonuses only affect one type of weapon. Just like all of the Logi bonuses only affect one type of equipment. The idea is to encourage role specialization and organized squad-play. As for Assault vs. Logi in 1.8, some things to keep in mind:
- Damage mods are likely being changed, meaning stacking them won't be as viable anymore.
- We still don't know the new Assault or Logi stats, including HP and CPU/PG.[list]
- Equipment is also receiving a nerf in 1.8, meaning Logis will have to choose one to specialize in,
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
|
NK Scout
Storm Wind Strikeforce Caldari State
410
|
Posted - 2014.02.17 08:37:00 -
[511] - Quote
CCP Logibro wrote:Just to add, the Medium Frames are all getting some base stat adjustments, but no changes to slots (though that's not ruled out for post 1.8) The cal assault and gal assault need and extra high/low slot Logis need a slot nerf
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
|
RED FARM
GOOD OL' B0YS
71
|
Posted - 2014.02.18 02:44:00 -
[512] - Quote
Scar Scrilla wrote:Commando skills is ****. Thanks for nerfing an underpowered suit even more...
Yup. Also, the heavy cannot use a light weapon. So, everything is going to get speedy it seems.
Public Chat: GOOD OL' B0YS
Please note the word B0YS has a zero in it.
|
Jacques Cayton II
Providence Guard Templis CALSF
609
|
Posted - 2014.02.18 02:51:00 -
[513] - Quote
RED FARM wrote:Scar Scrilla wrote:Commando skills is ****. Thanks for nerfing an underpowered suit even more... Yup. Also, the heavy cannot use a light weapon. So, everything is going to get speedy it seems. Where did you get that info?
We fight for the future of the State not our
personal goals
|
lee corwood
Knights Of Ender Galactic Skyfleet Empire
496
|
Posted - 2014.02.18 03:15:00 -
[514] - Quote
Jacques Cayton II wrote:RED FARM wrote:Scar Scrilla wrote:Commando skills is ****. Thanks for nerfing an underpowered suit even more... Yup. Also, the heavy cannot use a light weapon. So, everything is going to get speedy it seems. Where did you get that info?
^what he said. I don't think I read that anywhere.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
581
|
Posted - 2014.02.18 17:23:00 -
[515] - Quote
Kigurosaka Laaksonen wrote:bamboo x wrote:Disappointed to see Min Logi hack speed thrown out the window.
I happen to know I'm not the only person who chose the suit for the hack speed.
Will be quite upset if we don't get a dropsuit respec now. I was disappointed to see the Apocalypse turned into a drone boat. Thankfully CCP gave all of us our SP back. Oh wait, they didn't. I would have been disappointed to see the Apoc turn into a drone boat as well. Good thing it was the Armageddon.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Zekain K
Expert Intervention Caldari State
1125
|
Posted - 2014.02.18 17:41:00 -
[516] - Quote
Loathful moan!
CALDARI not so MASTER RACE
Forum Warrior Level: 10
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3464
|
Posted - 2014.02.19 14:49:00 -
[517] - 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.
We're a little over a week now from when this was posted, but we still don't have the actual suit stats/changes. Also, is there some reason you're not making slot allotment even on medium frames as well? It sort of makes Amarr medium the odd suit out to be the only frame with less slots than other races across the board inside its tier. There's still some awkwardness with the initial suits for Amarr being slanted towards high slots as well (and no lows at all for the armor tank at MLT).
Dren and Templar equipment stats, wrong since release.
|
GENERAL FCF
Sentinels of New Eden
22
|
Posted - 2014.02.20 01:22:00 -
[518] - Quote
Im loving the fact of new factional hvy dropsuits! I know Amarrian races are supposed to be awesome at everything but, the races that LITERALLY have a description of specialization should be balanced. Caldari focuses on shields so why not make them shield tankers from their base stats? Gallente focus on armor so make their base armor the most. Minmitar focus on guerrilla warfare and fast strikes so why not make speed their perk minus shield and armor? Amarr should be moderately close to both stats with even stats of shield and armor. I'm just saying. Am I the only one who shares this opinion? |
Jacques Cayton II
Providence Guard Templis CALSF
617
|
Posted - 2014.02.20 04:10:00 -
[519] - Quote
GENERAL FCF wrote:Im loving the fact of new factional hvy dropsuits! I know Amarrian races are supposed to be awesome at everything but, the races that LITERALLY have a description of specialization should be balanced. Caldari focuses on shields so why not make them shield tankers from their base stats? Gallente focus on armor so make their base armor the most. Minmitar focus on guerrilla warfare and fast strikes so why not make speed their perk minus shield and armor? Amarr should be moderately close to both stats with even stats of shield and armor. I'm just saying. Am I the only one who shares this opinion? no basics of eve caldari shields, gallante armor reps, amarr plates, minmatar speedy with mix of both worlds but more shields
We fight for the future of the State not our
personal goals
|
KalOfTheRathi
Nec Tributis
971
|
Posted - 2014.02.20 21:55:00 -
[520] - Quote
I wonder about a few things in this entire thread. Lots of rumors and claims but very few posts or links that actually are from Devs or CCP itself. Typical Dust514 unfortunately. I checked back in because of some comments in game, that have proven yet again to have no substance.
The best advice I can give is: How about just letting the gamers play the game. Add features, weapons, equipment and maps. But let us play the game. Quit forcing us to play some other game. If you want Dust514 to only play like EVE then switch to PC and let your gazillion EVE players have access to it. They may not like being in a really restrictive environment but at they are used to it. FPS gamers want to play an FPS game, RPG players want skill trees that work, are worthwhile and not fluid, god knows what EVE players want (besides ganking other EVE players).
I spent 15+ months on this character* and I enjoyed playing him. The options are good as he can snipe, run heavy or logi, hack, bomb, scout a little and even be a tanker now and then. Of his 28M SP 18+M will be wasted in 1.8. Great time to walk away. Come back every few months and see if the servers are still up and whether the player market ever got implemented. Maybe I can sell all the gear I have been holding on to. Heck they might keep changing the game so it is playable again, even a blind chicken gets a kernel of corn now and then.
This game has gone downhill since Uprising. One might suspect they should have chosen a name pointed in the other direction?
* started as a Sniper, switched to Logi, added Heavy and then Tanker/Gunner.
And so it goes.
|
|
NextDark Knight
Hellstorm Inc League of Infamy
199
|
Posted - 2014.02.21 11:37:00 -
[521] - Quote
Does the Caldari Basic Heavy get 2 lows at proto level?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Meee One
The dyst0pian Corporation Zero-Day
367
|
Posted - 2014.02.21 19:25:00 -
[522] - Quote
...I hope logis aren't nerfed too much.... So far...Amarr logis can run out of uplinks and be sub par in all other eq. Caldari can run out of nanos and be sub par in all other eq. Gal. can scan every 30-45 seconds and be sub par in all other eq. Min. can be attached to heavies the whole battle.(which isn't really that bad when your eq runs dry)
What may i ask is left to a logi when they have 0 eq left to deploy or are waiting 30-45 seconds for a cooldown? The answer is slaying. CCP please take this into consideration when designating cpu/pg and slot layouts.
Only users lose drugs.
Time wounds all heels.
|
Jacques Cayton II
Providence Guard Templis CALSF
624
|
Posted - 2014.02.21 19:27:00 -
[523] - Quote
scanners should be like cloaks imo high cpu and pg to use and makes you useless at tanking, or at least have a mag count
We fight for the future of the State not our
personal goals
|
DROW-50
RisingSuns
0
|
Posted - 2014.02.22 01:10:00 -
[524] - Quote
If they change the suits that much then im gonna need a complete respec because my fit will be completly useless. Cant servive without selfreps because no one reps the logi.
|
Summ Dude
Direct Action Resources
252
|
Posted - 2014.02.22 05:18:00 -
[525] - Quote
Meee One wrote:...I hope logis aren't nerfed too much.... So far...Amarr logis can run out of uplinks and be sub par in all other eq. Caldari can run out of nanos and be sub par in all other eq. Gal. can scan every 30-45 seconds and be sub par in all other eq. Min. can be attached to heavies the whole battle.(which isn't really that bad when your eq runs dry)
What may i ask is left to a logi when they have 0 eq left to deploy or are waiting 30-45 seconds for a cooldown? The answer is slaying. CCP please take this into consideration when designating cpu/pg and slot layouts. Well, you can always refill equipment at a Supply Depot. But overall it sounds like these changes will encourage Logis to think carefully about where to place equipment instead of just spamming it everywhere. Not sure that's really a bad thing.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Rahmel Tedder
Abandoned Privilege Top Men.
1
|
Posted - 2014.02.22 10:06:00 -
[526] - Quote
Why is caldari assault is worrying about hybrid that dont mak sense stick to the 2% in sheild extenders ccp i think yur messing up now i dont usually complain but i like it how everything is going leave stuff like tht for tanks |
The dark cloud
The Rainbow Effect Negative-Feedback
2236
|
Posted - 2014.02.22 16:08:00 -
[527] - Quote
Are we going to get militia variants of the new suits aswell? Cause that would be a hole to fill in the militia store.
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
|
NextDark Knight
Hellstorm Inc League of Infamy
199
|
Posted - 2014.02.22 16:30:00 -
[528] - Quote
Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3495
|
Posted - 2014.02.22 17:09:00 -
[529] - Quote
NextDark Knight wrote:Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit.
Making basics an "in-between" stage from the role suits or giving them some utility hasn't seemed to be a priority. They also didn't bother touching the slots on medium frames apparently... so... the balancing of slots between races is everything-but-medium at the moment.
Dren and Templar equipment stats, wrong since release.
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
561
|
Posted - 2014.02.22 17:47:00 -
[530] - Quote
Zeylon Rho wrote:NextDark Knight wrote:Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit. Making basics an "in-between" stage from the role suits or giving them some utility hasn't seemed to be a priority. They also didn't bother touching the slots on medium frames apparently... so... the balancing of slots between races is everything-but-medium at the moment.
Another job half done. This really disappointed me, I was hoping they would fix the slot layouts on the medium frames, especially the logis.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
|
|
NextDark Knight
Hellstorm Inc League of Infamy
199
|
Posted - 2014.02.23 14:34:00 -
[531] - Quote
I keep pinging the forum and the chat room for a DEV response. I really like to see two low lots on the Caldari Basic Heavy frame to add some customization when not using the less expensive sentinel. I know the Iceland Dev's drink beer but which do I offer the Dev's outside Iceland? Hard liquar? Cake? Smoked fish?
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Plague Daddy
Rivet Heads
0
|
Posted - 2014.02.23 17:00:00 -
[532] - Quote
As I'm sure many have said already, I would love the ability to respec for 1.8! With the added racial heavies finally here I would love to keep my points in Gallente. THX!! |
Draco Cerberus
BurgezzE.T.F General Tso's Alliance
763
|
Posted - 2014.02.23 23:38:00 -
[533] - Quote
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.
Please don't do this, already logis are slower and less well defended than their counterparts, this means that the most expensive to properly fit suits will also be the easiest to kill, makes me wonder if CCP reads feedback at all...
If this is the way you want to go then the Logistics skill should also grant the already minimal 1 hp/s/lvl armor rep rate as well.
LogiGod earns his pips
|
Thrydwulf Khodan
DUST University
62
|
Posted - 2014.02.24 15:49:00 -
[534] - Quote
Summ Dude wrote:Well, you can always refill equipment at a Supply Depot. But overall it sounds like these changes will encourage Logis to think carefully about where to place equipment instead of just spamming it everywhere. Not sure that's really a bad thing.
No, this is likely to increase Drop-Uplink and Nano-hive spam due to the decrease in effectiveness.
If the tools are 33% less effective unless you spec into (and use) the affiliated Logistics dropsuit you'll need more crud on the ground to make up for the difference.
There just aren't enough Supply Depots available for all of the suit changes I'd need to run logi support for the squad.
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.
|
Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
37
|
Posted - 2014.02.24 19:21:00 -
[535] - Quote
The Logi bonus should be 10% or 15% reduction to PG/CPU cost of equipment per level. Especially if the suit's PG and CPU gets nerfed. |
Ghermard-ol Dizeriois
Maphia Clan Corporation
177
|
Posted - 2014.02.24 22:01:00 -
[536] - Quote
Mordecai Snake wrote:The Logi bonus should be 10% or 15% reduction to PG/CPU cost of equipment per level. Especially if the suit's PG and CPU gets nerfed.
AFAIK CPU/PG values are not being touched...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
9
|
Posted - 2014.02.25 02:38:00 -
[537] - Quote
Zeylon Rho wrote:NextDark Knight wrote:Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit. Making basics an "in-between" stage from the role suits or giving them some utility hasn't seemed to be a priority. They also didn't bother touching the slots on medium frames apparently... so... the balancing of slots between races is everything-but-medium at the moment.
Basic frames exist for the purpose of added PG/CPU for the cost compared to a higher skill suit (i.e. basic medium vs logi/assult). I use a basic adv med for my sniper because I don't yet have the skill to use an adv assault or logi...the racial skill had to be at 3 first, so I at least get somewhat better output while I skill to the next suits.
They essentially are minor stepping stones. I do think they should be much cheaper though and skilled suits more expensive - this would encourage their use more as 'economy' suits when a battle goes way south or you're in a situation (like ambush) where lots of suit loss is expected and you have an 'in between' economy suit to use rather than dropping into a crappy starter suit.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3532
|
Posted - 2014.02.25 03:02:00 -
[538] - Quote
Aerius Corius wrote:Zeylon Rho wrote:NextDark Knight wrote:Any Devs still monitoring this thread. I'm very interested if the basic frames will varied in slot layout.
It would be great if the Caldari Basic Heavy frame can have two lows at some level "Advanced or higher" to be different from the sentinel version. Love running my Red and Green lows on the A-1 frame, would be nice to do the same on the Caldari suit. Making basics an "in-between" stage from the role suits or giving them some utility hasn't seemed to be a priority. They also didn't bother touching the slots on medium frames apparently... so... the balancing of slots between races is everything-but-medium at the moment. Basic frames exist for the purpose of added PG/CPU for the cost compared to a higher skill suit (i.e. basic medium vs logi/assult). I use a basic adv med for my sniper because I don't yet have the skill to use an adv assault or logi...the racial skill had to be at 3 first, so I at least get somewhat better output while I skill to the next suits. They essentially are minor stepping stones. I do think they should be much cheaper though and skilled suits more expensive - this would encourage their use more as 'economy' suits when a battle goes way south or you're in a situation (like ambush) where lots of suit loss is expected and you have an 'in between' economy suit to use rather than dropping into a crappy starter suit.
Basic suits are primarily an SP-sink unlocking mechanism for regular suits (they didn't exist prior to uprising). They "could" have utility. They could have different slot/equipment layouts from specialist suits. They could represent an in-between setup from the specialist suits. They could have some more generic bonuses. Right now they're just a pit-stop that holds up newer players until they unlock the cheaper suits with more bonuses.
Dren and Templar equipment stats, wrong since release.
|
Summ Dude
Direct Action Resources
258
|
Posted - 2014.02.25 03:16:00 -
[539] - Quote
Thrydwulf Khodan wrote:Summ Dude wrote:Well, you can always refill equipment at a Supply Depot. But overall it sounds like these changes will encourage Logis to think carefully about where to place equipment instead of just spamming it everywhere. Not sure that's really a bad thing. No, this is likely to increase Drop-Uplink and Nano-hive spam due to the decrease in effectiveness. If the tools are 33% less effective unless you spec into (and use) the affiliated Logistics dropsuit you'll need more crud on the ground to make up for the difference. There just aren't enough Supply Depots available for all of the suit changes I'd need to run logi support for the squad. 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.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Thrydwulf Khodan
DUST University
67
|
Posted - 2014.02.25 11:14:00 -
[540] - Quote
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. |
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
568
|
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
|
Summ Dude
Direct Action Resources
259
|
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.
|
Thrydwulf Khodan
DUST University
67
|
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
|
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
|
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!!!
|
Cyrus Grevare
WarRavens League of Infamy
41
|
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
|
Vanell Sin
Dust2Dust. Top Men.
65
|
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
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
177
|
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.
|
Beren Hurin
Onslaught Inc RISE of LEGION
2103
|
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
|
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.
|
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
582
|
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
|
Myron Kundera
The Generals General Tso's Alliance
41
|
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"
|
Beren Hurin
Onslaught Inc RISE of LEGION
2117
|
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
|
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.
|
Summ Dude
Direct Action Resources
261
|
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.
|
Beren Hurin
Onslaught Inc RISE of LEGION
2117
|
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
|
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.
|
Ryme Intrinseca
Fatal Absolution
813
|
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
|
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?
|
Gh0zT M0D3
PIanet Express Canis Eliminatus Operatives
0
|
Posted - 2014.03.02 05:12:00 -
[560] - Quote
Minmatar Commando and Minmatar Sentinel :D finally my dreams came true;3 |
|
Noremac Nagaho
Red Hand Syndicate
18
|
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
|
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
|
Driftward
Subdreddit Test Alliance Please Ignore
779
|
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
|
Posted - 2014.03.04 20:06:00 -
[564] - Quote
My feedback: Assault bonuses suck. |
Dunce Masterson
Savage Bullet
28
|
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
|
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.
|
Ferocitan
WASTELAND JUNK REMOVAL Top Men.
98
|
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
|
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
|
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.
|
Ripley Riley
811
|
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
|
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3717
|
Posted - 2014.03.05 14:57:00 -
[571] - Quote
The Assault Suit stats...
You've retooled the Amarr Mediums to also be more armor oriented, but you left the slots as-is. You should even out the slots like you did on the other frames.
ALSO...
The difference between the fastest Commando (Minmatar) and slowest Logi (Amarr) is quite noticeable 4.25 m/s vs. 4.55 m/s. This is about 7% faster or .3... pretty large either way you cut it.
However, the actual speed focused suit, the scouts:
Fastest Assault (Minmatar) vs. slowest Scout (Amarr).... the Assault is faster than the Scout. 5.3 m/s vs. 5.25 m/s
The fact the Assault is "Marginally" faster isn't the problem. The problem is you didn't put a speed gap in between roles where the advantage is supposed to be about speed.
Dren and Templar equipment stats, wrong since release.
|
silvergap Shen
Die Valkyrja Renegade Alliance
2
|
Posted - 2014.03.05 14:57:00 -
[572] - Quote
A question:
Assault [5% reduction to PG/CPU cost of light/sidearm weapons]
Logistics [5% reduction to PG/CPU cost of equipment]
This mean the bonus is not increase by level? like commando ?
s+ósà¦S¦ïµPün+îFç¦S¦Äµùás+ópÇé
|
Cyncia Gaess
Die Valkyrja Renegade Alliance
36
|
Posted - 2014.03.05 15:18:00 -
[573] - Quote
Logistics [5% reduction to PG/CPU cost of equipment]
per level or just the role bonus only 5% total?
Die Valkyrja CEO / pâ¦péípâ½pé¡pâÑpâ¬péó t+ÅFúü / sѦµ¡ªtÑP Tªûs+¡µëºFíîs«ÿ / tºüpü»tî½püîsñºsÑ+püìpâïpâúpâ+n+ü
|
Ripley Riley
811
|
Posted - 2014.03.05 15:19:00 -
[574] - Quote
Cyncia Gaess wrote:Logistics [5% reduction to PG/CPU cost of equipment]
per level or just the role bonus only 5% total?
Should be per level, for a total of 25% reduction to PG/CPU cost of equipment... like the Gallente log bonus in 1.7.
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
|
Cyncia Gaess
Die Valkyrja Renegade Alliance
36
|
Posted - 2014.03.05 15:26:00 -
[575] - Quote
Ripley Riley wrote:Cyncia Gaess wrote:Logistics [5% reduction to PG/CPU cost of equipment]
per level or just the role bonus only 5% total? Should be per level, for a total of 25% reduction to PG/CPU cost of equipment... like the Gallente log bonus in 1.7.
So cool so good!
Die Valkyrja CEO / pâ¦péípâ½pé¡pâÑpâ¬péó t+ÅFúü / sѦµ¡ªtÑP Tªûs+¡µëºFíîs«ÿ / tºüpü»tî½püîsñºsÑ+püìpâïpâúpâ+n+ü
|
xxwhitedevilxx M
Maphia Clan Corporation
1795
|
Posted - 2014.03.05 15:44:00 -
[576] - Quote
Disappointed. Now, Scouts and Heavies are clearly OP.
>Bastard I : "Cce me ne... futt! XD"
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
2097
|
Posted - 2014.03.05 15:50:00 -
[577] - Quote
We've been saying this for a while...
More of my thoughts on the matter. At least I can spec Caldari heavy if I feel like playing around with shields.
As far as the Amarr changes go, I went ahead and started a thread for us nitpickers to focus on that one especially.
it's right here
Balls.
That is all.
|
Ripley Riley
817
|
Posted - 2014.03.05 16:10:00 -
[578] - Quote
This **** made me lol. I haven't seen Metalocalypse in so long...
"I need not food nor water. Your tears alone sustain me." - Ripley Riley
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
596
|
Posted - 2014.03.05 16:41:00 -
[579] - 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.
[img]http://cdn1.eveonline.com/community/DUST/Medium_Frames.png[/img] Thanks for the table! The stats on these medium suits look AWESOME. It's amazing and thoroughly encouraging to see racial tanking philosophies represented so clearly.
I think others have mentioned it before, too, but you guys really should have a go at the Amarr slot layouts. The difference in base armor amount doesn't make up for the fact that Gallente suits have more low slots (which will mean more plates, especially given their innate armor heal rate) and are baseline faster, meaning they'll feel the impact of the plate less. Further, not standardizing the amount of slots per suit still leave Amarr at a disadvantage, considering all other suits have +1 slot, and, again, Gallente suits don't trade a low for another high. It still looks as though Gallente suits are going to way outclass Amarr suits, both in slot configuration and with respect to armor tanking/tanking potential.
I think you guys missed an opportunity, though, to both 1) incentivize medium assault suit use and 2) disincentivize heavy suit uses for assault situations by not intentionally over-nerfing assault rifles by 25% then using the assault suit bonus to add in 5%/level for assault rifle damage.
By using suit bonuses to enhance damage (over fitting), you create a situation where suits being used for their intended roles perform better with their intended weaponry, while suits being used "creatively" perform poorer. It's not as if a Heavy suit can't fit a prototype AR (of any variety) without the assault suit bonus of 25% reduction in fitting. And doing so doesn't even require complex or creative fitting (adding in fitting mods to fit a prototype AR).
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Symbioticforks
Ancient Exiles. Renegade Alliance
54
|
Posted - 2014.03.05 17:24:00 -
[580] - Quote
With the new damage modification nerf to 1.8 it hits SNIPERS really hard.
On average I have 3 damage mods on for a total of +24.4% damage. Post 1.8 that's down to +12.2% damage. The only way to maintain that (and still lose several percent damage) is for snipers to hop into a Caldari Commando suit. (+12.2% + 10% = 22.2%) for the sake of fittings however you'll likely run 2 complex 1 enhanced damage modifier, for something closer to (+21.63%). And forcibly your second light for the +10% bonus would likely be a rail rifle.
other than requiring a skill respec to "get back to where I was somewhat" on damage output.. and being bottle necked into this particular fat suit for sniping.. it's fine.
You need the 3 high slots, and 1 low. The bonuses are correct.
I would of course prefer 3% bonus to rail weapons instead of 2% to help mitigate just how badly snipers have been nerfed since the games release. (nerfs in 1.7 and now 1.8 detailed below)
1. Can't snipe from the obelisks (aka shark fins) anymore. They were changed so you slide right off the slanted angle now. In general this means more snipers will be in less useful more predictable places for public matches.
sidenote: You can still get up there to snipe but you're hanging off the bottom edge of it where they failed to retexture with that no stick coating. You're completely exposed and can't even move if you're being shot at.
2. AV grenades were downgraded, combined with drop ship hit points being upgraded. It now takes 4 standard, 3 advanced, or 3 prototype AV grenades to kill a militia drop ship. Where as before it would only take 2. Meaning it's way easier to harass and successfully land next to a sniper on a tower who is using AV as a defense.
3.Everyone got hit by this one, but the shield extender -7% recharge delay. Meaning if I do get shot I have to hide even longer for health to regenerate. Slowing the game down.
4.The health gauge information display was shifted to the right instead of directly below your crosshair. It's really awkward having to shift your eyes down and to the right as opposed to just down and back up.
5. Little or no indication if you successfully hit someone with your sniper rifle, there's no sound upon hit, and often the hitmarker won't appear. Meaning you don't know if you need to line up a second shot if they're close to cover, because you don't know if they're half way dead.. or not.
6. Changing damage mods from +10% to +5%.. (loadout running 3 damage mods went from +24.4% dmg to 12.2%) Is that even worth three high slots? Bottle necking snipers into one particular suit to make their bullets count no less than they had previously..
|
|
Prophet Endokush
The Church Of Endokush
9
|
Posted - 2014.03.05 17:46:00 -
[581] - Quote
CCP Saberwing wrote:hoo! (pt 2 of 2)
- Gallente Assault: 5% reduction to hybrid - blaster light/sidearm hip-fire dispersion and kick per level.
Now my Plasma Cannon fit is going to shoot so accurate from the hip |
Not Iggy
Nos Nothi
60
|
Posted - 2014.03.05 17:50:00 -
[582] - Quote
After doing some careful skill crafting. I think the caldari scout needs a slight buff to its scan precision. Honestly, all scouts need a slight buff but since caldari is IMO supposed to be an "anti scout" of sorts, it can't pick up a gal scout even with a complex precision enhancer. Which I feel is balanced. It misses this mark by a couple dB. So it needs a buff of 3 dB and that would help the Cal scout be a little more feasible in its role.
IgniteableAura
|
broonfondle majikthies
Dogs of War Gaming Zero-Day
923
|
Posted - 2014.03.05 18:19:00 -
[583] - Quote
I'm liking the subtle new scan abilities of the logi. Something I may actually try to enhance with mods.
I'm also very pleased that all assault suits will be getting a buff in terms of shield regen and delay - something that I would have really missed with the skill update and making the Min still a great contender for hit and run. Will miss the Min Assault armour regen but I always fit a rep so not a huge loss
In these regards I feel you made a good job here. Will be interesting to see how the extended TTK will affect each race 07
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
|
IRON PATRIOT 1
Fatal Absolution General Tso's Alliance
109
|
Posted - 2014.03.05 19:51:00 -
[584] - Quote
Since the the majority of caldari weapons require a charge time I think a great bonus would be.
5% reduction to hybrid railgun light/sidarm charge time. |
The Eristic
Sad Panda Solutions
250
|
Posted - 2014.03.05 20:09:00 -
[585] - Quote
So the Amarr Assault still gets screwed (Yet again, an entire slot for an insignificant 30 hp? Make it a number that is more than a single trigger pull from a rifle and it might be worthwhile. Also, more highs than lows at Basic does not adhere to the overall racial alignments being outlined with the rest of the suits. Gallente can still easily out-armor them at every level, especially now that all Gal suits include free reps), Logis still have overly generous, omnitankable slot layouts and the Cal Assault still needs its slots swapped with the Min (imo, anyway, as the Min are the most inclined to go both ways and/or use Biotics, while Cal need room for Ext/Re/Damage). I hope CCP just ran out of time to rework them for 1.8 and have some changes slotted for 1.9.
|
Cyrius Li-Moody
3942
|
Posted - 2014.03.05 21:00:00 -
[586] - Quote
The minmatar assault needs a LOT of work. It continues to be horribly under powered. The only thing it's going to be really good at is roof top camping with a mass driver. That is not a fun mechanic. That is not fun balance.
It lacks the resources to fill it's slots with modules, equipment, and weapons that other suits can fit easily to help the team or their role in battle. It has the lowest possible EHP, terrible regen, and is not much faster than every suit. Anything the Minmatar does the caldari can do better. Minmatar weapons have the lowest fitting costs as well so they receive the least amount of reduction of all weapons from the assault bonus. Long story short this suit is still starving for CPU and you've done nothing to really alleviate that problem since it's keeping this awful 5/2 layout.
Consider me highly disappointed in this suit's current and soon to be state. Also you'll need to change the Minmatar assault's description as it says it has a built in reactive plate when you're removing it's innate regen.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
|
|
CCP Logibro
C C P C C P Alliance
5567
|
Posted - 2014.03.05 21:26:00 -
[587] - Quote
I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
|
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
185
|
Posted - 2014.03.05 21:27:00 -
[588] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date.
Sounds like a 2.0 to me
(where 1.9 will fix 1.8 problems)
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2223
|
Posted - 2014.03.05 21:53:00 -
[589] - Quote
IRON PATRIOT 1 wrote:Since the the majority of caldari weapons require a charge time I think a great bonus would be.
5% reduction to hybrid railgun light/sidarm charge time.
Jesus christ the RR is OP enough as it is. Oh HELL no!
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
70
|
Posted - 2014.03.05 21:55:00 -
[590] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date.
You're repeating history CCP, if this update fails like 1.7, then you're not living up to the expectations & promises of the Community.
I love this game, it's unique & has potential as an FPS, but to me it feels like you don't give a dame, you should take your time with these updates, don't rush them, because the results would be terrible.
1.7 is an example with the Tanks... |
|
Quil Evrything
Triple Terrors
1008
|
Posted - 2014.03.05 22:07:00 -
[591] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date.
So basically, its back to assault logi 514. Business as usual.
Except, "Now, with CLOAK! "
I was looking forward to 1.8, up until I heard this lameness.
Now I may as well go play something else for a few months |
Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
24
|
Posted - 2014.03.05 22:25:00 -
[592] - Quote
can you at least give the amarr suits the missing low slot back, as done for the lights and heavies? |
Django Quik
Dust2Dust.
2316
|
Posted - 2014.03.05 22:38:00 -
[593] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. How can you change the logi bonus to reduce fittings cost of equipment but leave them with the same CPU/PG!?
They'll be able to fit ANYTHING THEY WANT! Even cloaks! You can't possibly let them go out like that.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Quil Evrything
Triple Terrors
1009
|
Posted - 2014.03.05 22:41:00 -
[594] - Quote
Django Quik wrote:CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. How can you change the logi bonus to reduce fittings cost of equipment but leave them with the same CPU/PG!? They'll be able to fit ANYTHING THEY WANT! Even cloaks! You can't possibly let them go out like that.
Note1:
"the fitting bonus does not apply to cloaks". that has already been announced
Note2, to CCP: THAT DOESNT FIX THE PROBLEM.
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
599
|
Posted - 2014.03.05 22:58:00 -
[595] - Quote
Quil Evrything wrote:So basically, its back to assault logi 514. I'm afraid you are mistaken, friend. It will not be the era of "assault logis" any longer. It will be the rise of Scout 514. Cloaks! Cloaks! Cloaks everywhere!
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
599
|
Posted - 2014.03.05 23:01:00 -
[596] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. Are the numbers final for the other suits posted here? Surely you guys mean to have Amarr Sentinels with 1/4 and Gallente with 2/3?
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
xxwhitedevilxx M
Maphia Clan Corporation
1800
|
Posted - 2014.03.05 23:19:00 -
[597] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date.
In other words, you're saying that, in order to be competitive for 1, 2 or 3 months you have to skill one of the three OP suit?
>Bastard I : "Cce me ne... futt! XD"
|
Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
24
|
Posted - 2014.03.05 23:26:00 -
[598] - Quote
xxwhitedevilxx M wrote:CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. In other words, you're saying that, in order to be competitive for 1, 2 or 3 months you have to skill one of the three OP suit? gal scout, gal and amarr heavy by any chance? |
Quil Evrything
Triple Terrors
1010
|
Posted - 2014.03.06 01:09:00 -
[599] - Quote
Floyd20 Azizora wrote:xxwhitedevilxx M wrote:CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. In other words, you're saying that, in order to be competitive for 1, 2 or 3 months you have to skill one of the three OP suit? gal scout, gal and amarr heavy by any chance?
I think he means:
gal logi, amarr logi, min logi. only 3, because cal logi has been semi-nerfed for quite a while now.
|
commander jacka
Chatelain Rapid Response Gallente Federation
0
|
Posted - 2014.03.06 02:25:00 -
[600] - Quote
These dropsuits will alow us to manuver and strike down on the enemy more easy makeing the game more of a chalange and makeing it so that you have to reac quickly in different siuations. it makes the game more action packed.
Beast mode is back in action. it's time to strike back! and acheave victory! strike down on the enemy!
-commander
|
|
Alena Ventrallis
The Neutral Zone
805
|
Posted - 2014.03.06 07:15:00 -
[601] - Quote
Caldari assault loses a high slot at proto? What for?
Best PVE idea I've seen.
|
Django Quik
Dust2Dust.
2320
|
Posted - 2014.03.06 08:22:00 -
[602] - Quote
Quil Evrything wrote:Django Quik wrote:CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. How can you change the logi bonus to reduce fittings cost of equipment but leave them with the same CPU/PG!? They'll be able to fit ANYTHING THEY WANT! Even cloaks! You can't possibly let them go out like that. Note1: "the fitting bonus does not apply to cloaks". that has already been announced Note2, to CCP: THAT DOESNT FIX THE PROBLEM. With the amount of CPU/PG they're going to have, logis won't need the bonus to be applied to cloaks in order to fit them - that was my point.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
|
Spectral Clone
Dust2Dust. Top Men.
1527
|
Posted - 2014.03.06 08:28:00 -
[603] - Quote
Django Quik wrote:Quil Evrything wrote:Django Quik wrote:CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. How can you change the logi bonus to reduce fittings cost of equipment but leave them with the same CPU/PG!? They'll be able to fit ANYTHING THEY WANT! Even cloaks! You can't possibly let them go out like that. Note1: "the fitting bonus does not apply to cloaks". that has already been announced Note2, to CCP: THAT DOESNT FIX THE PROBLEM. With the amount of CPU/PG they're going to have, logis won't need the bonus to be applied to cloaks in order to fit them - that was my point.
Brick tanked scouts, cloaked logis, flanking heavies. 1.8 is going to change the game completely.
Drop it like its hat.
|
Spectral Clone
Dust2Dust. Top Men.
1539
|
Posted - 2014.03.06 08:29:00 -
[604] - Quote
Alena Ventrallis wrote:Caldari assault loses a high slot at proto? What for?
It always had 4 highs.
Drop it like its hat.
|
IgniteableAura
Pro Hic Immortalis
646
|
Posted - 2014.03.06 14:31:00 -
[605] - Quote
I seriously don't understand why the devs for DUST don't follow the same guidelines that EVE follow. When they post changes, they show the original as well to show us the difference. I abhor having to go look at the stats, which aren't easy to access, just to see what the changes mean.
UGGRRH.
I mean HOW are we to know if the logi suits are getting a hack bonus, or if that was already innate.Ugh
The assault suits make no sense whatsoever....Looks like caldari and minmitar are switched in terms of slots.
why does the minmitar logistics suit have more innate armor than shield? Why does amarr logistics have lower PG/CPU than other suits (not supposed to be the case) etc.
PHI Recruitment
or PHIsh Tank in game
Youtube
|
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1550
|
Posted - 2014.03.06 17:24:00 -
[606] - Quote
CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date.
If you do plan on giving a respec, at least wait until this. I can't handle all the QQ med suit slot layout changes would bring.
Ion pistol in 1.8? Really, is that it? When is that? SoonGäó514
"No blue tags make Tallen go crazy.
|
Kigurosaka Laaksonen
DUST University Ivy League
532
|
Posted - 2014.03.07 01:48:00 -
[607] - Quote
Quick question on the base Sentinel bonus, resistance to splash damage. In the case of a Mass Driver, I read that scoring a direct hit on any Sentinel (none of them resist Explosive weaponry) will do full damage, and a near hit will do reduced splash damage. Is that correct?
For my reasoning, the Mass Driver is an Explosive weapon, and all the racial resists are spelled out. i.e. The CalSent specifically resists Hybrid - Blaster and Laser weapons. The generic Sentinel bonus resists 'splash damage' and not 'Explosive weapons.' Also, weapons like the Mass Driver have stats called 'Direct Damage' and 'Splash Damage.'
So will a level 5 Sentinel still take full damage from a direct Mass Driver hit?
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
|
xxwhitedevilxx M
Maphia Clan Corporation
1808
|
Posted - 2014.03.07 02:36:00 -
[608] - Quote
Floyd20 Azizora wrote:xxwhitedevilxx M wrote:CCP Logibro wrote:I would like to add that at this stage, we have not rebalanced the slots and PG/CPU for the medium frames yet, and it doesn't look like we'll be able to get it into 1.8. Expect those changes to come at a later date. In other words, you're saying that, in order to be competitive for 1, 2 or 3 months you have to skill one of the three OP suit? gal scout, gal and amarr heavy by any chance?
Of course yes. After some calculations, even Cal Heavy will be a beast and Min Heavy will run as fast as an assault :/
>Bastard I : "Cce me ne... futt! XD"
|
Alena Ventrallis
The Neutral Zone
809
|
Posted - 2014.03.07 06:20:00 -
[609] - Quote
Here's a question. Will laying down RE break cloak? Will detonating?
Best PVE idea I've seen.
|
Francois Sanchez
What The French Academie
0
|
Posted - 2014.03.07 07:36:00 -
[610] - Quote
They said in the other thread you'll lose the cloak as soon as you switch to something else, so placing/detonating a RE will decloak you |
|
Luk Manag
of Terror TRE GAFFEL
330
|
Posted - 2014.03.07 13:58:00 -
[611] - Quote
I have noticed that the skills for assault and logistics are not called "x-race medium" which is the current prerequisite. If they don't share the same prerequisites, that's evidence of a respec, unless of course they autofill the skill tree so you keep the suit skills you have now.
There will be bullets. ACR+SMG
|
Mad Syringe
ReDust Inc.
145
|
Posted - 2014.03.07 20:05:00 -
[612] - Quote
Kigurosaka Laaksonen wrote:Quick question on the base Sentinel bonus, resistance to splash damage. In the case of a Mass Driver, I read that scoring a direct hit on any Sentinel (none of them resist Explosive weaponry) will do full damage, and a near hit will do reduced splash damage. Is that correct?
For my reasoning, the Mass Driver is an Explosive weapon, and all the racial resists are spelled out. i.e. The CalSent specifically resists Hybrid - Blaster and Laser weapons. The generic Sentinel bonus resists 'splash damage' and not 'Explosive weapons.' Also, weapons like the Mass Driver have stats called 'Direct Damage' and 'Splash Damage.'
So will a level 5 Sentinel still take full damage from a direct Mass Driver hit?
Yes, that's exactly it, if you know how to aim, you are a threat to a heavy, if not you're toast...
I like that change a lot!
|
RKKR
The Southern Legion League of Infamy
776
|
Posted - 2014.03.07 20:33:00 -
[613] - Quote
Why exactly do LOGISTICS suits have a worse stamina pool and regen?
A lower speed? Maybe that makes sense with the extra equipment even though it's debatable that logistics compensate that with lower health (atleast pre-1.8).
Especially when logis have to run even more due to more crappy equipment.
Or is this part of he internal CCP joke of naming things that they actually aren't? like the smartspawn button? |
Balamob
SVER True Blood General Tso's Alliance
9
|
Posted - 2014.03.08 19:25:00 -
[614] - Quote
did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build |
Beren Hurin
Onslaught Inc RISE of LEGION
2147
|
Posted - 2014.03.08 19:33:00 -
[615] - Quote
Balamob wrote:did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build
Yep :( |
Beren Hurin
Onslaught Inc RISE of LEGION
2147
|
Posted - 2014.03.08 19:33:00 -
[616] - Quote
RKKR wrote:Why exactly do LOGISTICS suits have a worse stamina pool and regen?
A lower speed? Maybe that makes sense with the extra equipment even though it's debatable that logistics compensate that with lower health (atleast pre-1.8).
Especially when logis have to run even more due to more crappy equipment.
Or is this part of he internal CCP joke of naming things that they actually aren't? like the smartspawn button?
Endurance limits a player/squad from moving as a group from objective to objective. It makes them less useful especially when they brick tank.
|
bamboo x
Eternal Beings Proficiency V.
171
|
Posted - 2014.03.09 05:55:00 -
[617] - 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 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.
[img]http://cdn1.eveonline.com/community/DUST/Medium_Frames.png[/img]
Needs a URL to the image imbedded in the post.
Hanging up the Min Logi, going full Amarr Sentinel with HMG, Ion Pistol, and Forge Gun.
My record high KD about 47/14
|
bamboo x
Eternal Beings Proficiency V.
171
|
Posted - 2014.03.09 05:57:00 -
[618] - Quote
Balamob wrote:did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build
Likely due to swarms and mass driver. CCP doesn't want tankers crying anymore I guess.
Hanging up the Min Logi, going full Amarr Sentinel with HMG, Ion Pistol, and Forge Gun.
My record high KD about 47/14
|
Balamob
SVER True Blood General Tso's Alliance
11
|
Posted - 2014.03.09 16:15:00 -
[619] - Quote
bamboo x wrote:Balamob wrote:did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build Likely due to swarms and mass driver. CCP doesn't want tankers crying anymore I guess.
that was the only reason 4 me to skill into minmatar assault, they even lost their 1 repair per second, i hope they can give the min assault some love.
|
General12912
Gallente Marine Corps
87
|
Posted - 2014.03.09 20:42:00 -
[620] - Quote
bamboo x wrote:Balamob wrote:did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build Likely due to swarms and mass driver. CCP doesn't want tankers crying anymore I guess. flaylock was useless anyways. ive never seen it get used since it got nerfed... its nearly impossible to effectively utilize anyways since you have to make a direct hit for it to do anything.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
|
|
Mordecai Snake
Sardaukar Merc Guild General Tso's Alliance
54
|
Posted - 2014.03.09 23:03:00 -
[621] - Quote
Why does the Minmatar Logi still only have 90 shield hp? It should be 150. |
Appia Vibbia
Ancient Exiles. Renegade Alliance
1404
|
Posted - 2014.03.10 00:25:00 -
[622] - 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 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.
[img]http://cdn1.eveonline.com/community/DUST/Medium_Frames.png[/img]
This looks terrible. My Gallente Logistics Suit can now get lower Scan Precision than my Minmatar Scout. In fact, My Gallente Logistics Suit still makes a better Scout that my Gallente Scout. AND if I wanted to I could used the Active Scanners to get range on scanning
I'm fine with Logistics suit reducing Scan Precision down from 50dB to 45dB but IF AND ONLY IF Scout suit get a reduction in Scan Precision as well. CCP. You disappoint me. You are still giving the Logistics suits the ability to overshadow every other suit.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com (checked every Monday/Wednesday/Friday)
|
Lorhak Gannarsein
Science For Death
2007
|
Posted - 2014.03.10 02:40:00 -
[623] - Quote
bamboo x wrote:Balamob wrote:did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build Likely due to swarms and mass driver. CCP doesn't want tankers crying anymore I guess.
Swarms are Caldari.
But no, don't worry, bash tankers anyway, don't let me stop you
Assault ak.0 w/ScR+ScP 4LYFE
Forum Warrior Level Two. (GëºGêçGëª)/
|
Luk Manag
of Terror TRE GAFFEL
332
|
Posted - 2014.03.10 12:54:00 -
[624] - Quote
Lorhak Gannarsein wrote:bamboo x wrote:Balamob wrote:did they remove the +1 ckip to explosive weapons of the minmatar ???? goodbye flaylock build Likely due to swarms and mass driver. CCP doesn't want tankers crying anymore I guess. Swarms are Caldari. But no, don't worry, bash tankers anyway, don't let me stop you
The original description said, "Explosive Weapons," not Minmatar Explosive Weapons.
There will be bullets. ACR+SMG
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
364
|
Posted - 2014.03.10 17:01:00 -
[625] - Quote
No word yet on the CPU/PG being too high (at least for Sentinels)? In the current build, I have level 5 electronics and engineering and some points in fitting optimization skills and I still can't fit everything proto. What 1.8 is looking like, I could proto all my mods, weapons, and grenades with only a couple levels in electronics and engineering and no fitting optimization skills at all. Let's not forget that heavies don't need to fit equipment.
My feeling is that all fits, even at the highest level, should involve at least some small trade-off. It helps retain variety and preference.
The Tank Balancing Factor No One Is Discussing
|
SILVERBACK 02
SVER True Blood General Tso's Alliance
541
|
Posted - 2014.03.11 01:43:00 -
[626] - Quote
could we swap the reload bonus of the CALDARI ASSAULT to a bonus like
1% RATE OF FIRE increase per level please
or
20% reduction to CHARGE UP time on hybrid rail weapons per level
level 0 forum warrior
weapon of choice:
MARK V PYTHON.
-STB sky marshall
|
Beren Hurin
Onslaught Inc RISE of LEGION
2187
|
Posted - 2014.03.11 19:53:00 -
[627] - Quote
Did you end up messing with any of the suits' strafe and/or sprint multipliers? |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
621
|
Posted - 2014.03.11 20:57:00 -
[628] - Quote
I don't know if anyone's interested, but I prettied up the spreadsheet. I think it's easier to read this way!
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
General12912
Gallente Marine Corps
98
|
Posted - 2014.03.12 10:08:00 -
[629] - Quote
SILVERBACK 02 wrote:could we swap the reload bonus of the CALDARI ASSAULT to a bonus like
1% RATE OF FIRE increase per level please
or
20% reduction to CHARGE UP time on hybrid rail weapons per level
no you traitor of freedom and natural rights.
the rr actually takes the longest i reload, i think. none of the other racial assaults get good bonuses for their guns either except amarr (that overheat bonus has always been there though). i think CCP is just tryng to stay neutral with the different combat styles. if they made assaults extremely regenerative, it woud favor the ehp-based fighting style. if they increased damage, rof, ect. it would favor offensive-style fighting. assault can be approached in many different ways, but they dont want to favor any style.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
|
Balamob
SVER True Blood General Tso's Alliance
16
|
Posted - 2014.03.12 15:40:00 -
[630] - Quote
could be possible to know why do ccp did remove the +1 clip size of explosive weapons? |
|
TrogdorWas AMan
Warner Bros.
0
|
Posted - 2014.03.12 22:05:00 -
[631] - Quote
So... Why is Gallente, not Amarr (the epitome of armor tank) the ones with four lows AND a built in armor rep? So gallente can use three slots for plates, and the fourth for a repper, increasing even further the amount of tank they have over an amarr sentinel. So the amarr gets an extra highslot, boo hoo. It's not gonna matter much after the damage modifier nerfs. |
KalOfTheRathi
Nec Tributis
1008
|
Posted - 2014.03.13 02:05:00 -
[632] - Quote
IgniteableAura wrote: --- snip dust is not EVE QQ --- I mean HOW are we to know if the logi suits are getting a hack bonus, or if that was already innate.Ugh --- snip other stuff --- No logi suits get a hack bonus. The only one that had it previously was Minmatar.
Why would you even think there was a possibility is confusing. We have known for well over a month that the Minmatar hack feature was getting Nerf Hammered in 1.8 and the data clearly shows that is has none. That bonus has moved to the Minmatar scout suit. The Minmatar Logi gets repair range and rate bonuses.
Also, just to clear this up for you, Dust514 Devs are in Shanghai using Unreal Engine to develop Dust514. EVE Devs don't use Unreal Engine, use their own super spreadsheet engine and are not in Shanghai. Why would either of them do what the other does? The are literally half a world apart.
And so it goes.
|
KalOfTheRathi
Nec Tributis
1008
|
Posted - 2014.03.13 02:15:00 -
[633] - Quote
ThePlayerkyle13 wrote:You're repeating history CCP, if this update fails like 1.7, then you're not living up to the expectations & promises of the Community.
I love this game, it's unique & has potential as an FPS, but to me it feels like you don't give a dame, you should take your time with these updates, don't rush them, because the results would be terrible.
1.7 is an example with the Tanks... Why would you think they would live up to the 'expectations and promises of' the community. Promises 'to' the community have been farcical in nature, incomplete in fact and a failure by every measure one could think to apply to their performance to date. But that's just me.
How is 1.7 an example of taking your time and being a failure at the same time? I have my beliefs in that area but the statement is confusing. Not to mention that 1.8 has taken even longer than 1.7 to get this close to release.
And, , I don't give a dame either. I keep my dames, dames are good.
Sorry, I couldn't pass on the misspelling of damn. Way too funny personally.
And so it goes.
|
Summ Dude
Direct Action Resources
290
|
Posted - 2014.03.13 02:34:00 -
[634] - Quote
KalOfTheRathi wrote:IgniteableAura wrote: --- snip dust is not EVE QQ --- I mean HOW are we to know if the logi suits are getting a hack bonus, or if that was already innate.Ugh --- snip other stuff --- No logi suits get a hack bonus. The only one that had it previously was Minmatar. Why would you even think there was a possibility is confusing. We have known for well over a month that the Minmatar hack feature was getting Nerf Hammered in 1.8 and the data clearly shows that is has none. That bonus has moved to the Minmatar scout suit. The Minmatar Logi gets repair range and rate bonuses. You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3477
|
Posted - 2014.03.13 20:35:00 -
[635] - Quote
@ CCP Frame
Is the damage inflicted by a flux nade considered splash?
68 inches above sea level...
|
Oxskull Duncarino
0uter.Heaven
489
|
Posted - 2014.03.13 20:42:00 -
[636] - Quote
Bojo The Mighty wrote:@ CCP Frame
Is the damage inflicted by a flux nade considered splash? All wannabe Cal heavies certainly hope so |
Goric Rumis
Dead Six Initiative Lokun Listamenn
369
|
Posted - 2014.03.14 17:36:00 -
[637] - Quote
Bojo The Mighty wrote:@ CCP Frame
Is the damage inflicted by a flux nade considered splash? Yes, they clarified this from the original term "blast damage" just because of this confusion. It's not just explosive damage, but EMP, kinetic, plasma, etc. Including damage from pretty much all grenades. (I'm not sure whether contact grenades have direct damage--if they do it wouldn't be counted as splash.)
Keep in mind that you can get your shields over 900 with a Caldari Sentinel, but you may not want to--if you're left with just a handful of shield HP, it might be better for the flux to strip all your shields so you have a shorter recharge delay before the guy who fluxed you lays down fire.
The Tank Balancing Factor No One Is Discussing
|
BioClone Ax-45
Grupo de Asalto Chacal RISE of LEGION
40
|
Posted - 2014.03.15 03:36:00 -
[638] - Quote
Now that we will get All heavy suits, will The amarr ones move more into Heavy Dropsuit based on armor, instead on the current ones that mix Armor and shields (as I think more than they should)? |
Summ Dude
Direct Action Resources
295
|
Posted - 2014.03.15 03:39:00 -
[639] - Quote
BioClone Ax-45 wrote:Now that we will get All heavy suits, will The amarr ones move more into Heavy Dropsuit based on armor, instead on the current ones that mix Armor and shields (as I think more than they should)? Yes, all the 1.8 suits are being changed to follow their pre-existing Eve racial conventions.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
BioClone Ax-45
Grupo de Asalto Chacal RISE of LEGION
40
|
Posted - 2014.03.15 03:40:00 -
[640] - Quote
TrogdorWas AMan wrote:So... Why is Gallente, not Amarr (the epitome of armor tank) the ones with four lows AND a built in armor rep? So gallente can use three slots for plates, and the fourth for a repper, increasing even further the amount of tank they have over an amarr sentinel. So the amarr gets an extra highslot, boo hoo. It's not gonna matter much after the damage modifier nerfs.
Agree with this.
I always looked it like Amarr are the maximun expression of Armor, followed close by the Gallente (but not over it) |
|
Summ Dude
Direct Action Resources
295
|
Posted - 2014.03.15 03:55:00 -
[641] - Quote
BioClone Ax-45 wrote:TrogdorWas AMan wrote:So... Why is Gallente, not Amarr (the epitome of armor tank) the ones with four lows AND a built in armor rep? So gallente can use three slots for plates, and the fourth for a repper, increasing even further the amount of tank they have over an amarr sentinel. So the amarr gets an extra highslot, boo hoo. It's not gonna matter much after the damage modifier nerfs. Agree with this. I always looked it like Amarr are the maximun expression of Armor, followed close by the Gallente (but not over it) I don't play Eve, but from what I've heard, Amarr are all about buffer armor-tanking; they just have ****-tons of armor HP. While Gallente are about regen armor-tanking and mobility; they tank what shots they can while getting in close, repping as quickly as they can in the interim. I've also heard that Amarr ships tend to have the overall best resistances, it could be argued that having less polarized slot layouts will somewhat simulate this, as well as explaining the Amarr Sentinel's split resistances.
But uh...yea I mean I don't play Eve.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
KalOfTheRathi
Nec Tributis
1008
|
Posted - 2014.03.15 11:14:00 -
[642] - Quote
Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit.
Exactly what are you talking about?
And so it goes.
|
KalOfTheRathi
Nec Tributis
1008
|
Posted - 2014.03.15 11:21:00 -
[643] - Quote
CCP Frame wrote:And due to the popular demand, here is the excel sheet version of all the data! Why doesn't this spreadsheet include every suit? The one linked only shows Sentinel, Commando and Scout. It would be helpful if all the suits could be compare in the same file.
After all, we are getting to decide what to do now that ~18 months of effort have been negated on a whim. Comparing without having to scan multiple files seems like a more reasonable solution.
And so it goes.
|
Summ Dude
Direct Action Resources
300
|
Posted - 2014.03.15 11:21:00 -
[644] - Quote
KalOfTheRathi wrote:Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit. Exactly what are you talking about? The MinLogi did lose the skill bonus to hacking, but all Logi suits have an innate hack speed bonus on the suit. Check out this picture, see the column titled "Hacking Speed Bonus"? That's what I'm talking about.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
IAmDuncanIdaho II
R 0 N 1 N
264
|
Posted - 2014.03.15 11:33:00 -
[645] - Quote
Summ Dude wrote:KalOfTheRathi wrote:Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit. Exactly what are you talking about? The MinLogi did lose the skill bonus to hacking, but all Logi suits have an innate hack speed bonus on the suit. Check out this picture, see the column titled "Hacking Speed Bonus"? That's what I'm talking about.
HFS! some logis have an innate 20% hack bonus? Darn - I thought it was only scouts getting an innate hacking bonus. Good call.
[Edit] I guess we're waiting for the patch notes so we can see all the latest up-to-date data in a single place. I've been looking at a spreadsheet with scout ratings that someone else said was changed..... :-/ |
Summ Dude
Direct Action Resources
300
|
Posted - 2014.03.15 11:42:00 -
[646] - Quote
IAmDuncanIdaho II wrote:Summ Dude wrote:KalOfTheRathi wrote:Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit. Exactly what are you talking about? The MinLogi did lose the skill bonus to hacking, but all Logi suits have an innate hack speed bonus on the suit. Check out this picture, see the column titled "Hacking Speed Bonus"? That's what I'm talking about. HFS! some logis have an innate 20% hack bonus? Darn - I thought it was only scouts getting an innate hacking bonus. Good call. [Edit] I guess we're waiting for the patch notes so we can see all the latest up-to-date data in a single place. I've been looking at a spreadsheet with scout ratings that someone else said was changed..... :-/ It's the MinLogis that get the 20% base hacking bonus, the others get 15%. You'll notice that the Minmatar Assault and Scout suits also hack 5% faster than their racial counterparts. Cool, huh?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
RedBleach LeSanglant
Hellstorm Inc League of Infamy
571
|
Posted - 2014.03.16 08:21:00 -
[647] - Quote
Removed: double post
The Logi Code. The Way of the Logibro
|
IAmDuncanIdaho II
R 0 N 1 N
267
|
Posted - 2014.03.16 09:05:00 -
[648] - Quote
Summ Dude wrote:IAmDuncanIdaho II wrote:Summ Dude wrote:KalOfTheRathi wrote:Summ Dude wrote:You're mistaken. All Logi suits will be hacking faster in 1.8. The MinLogi will be hacking slightly faster than the other Logis. Go check the data again. The hacking bonus is gone for the Minmatar Logi. The only hacking bonus I found was the Minmatar Scout suit. Exactly what are you talking about? The MinLogi did lose the skill bonus to hacking, but all Logi suits have an innate hack speed bonus on the suit. Check out this picture, see the column titled "Hacking Speed Bonus"? That's what I'm talking about. HFS! some logis have an innate 20% hack bonus? Darn - I thought it was only scouts getting an innate hacking bonus. Good call. [Edit] I guess we're waiting for the patch notes so we can see all the latest up-to-date data in a single place. I've been looking at a spreadsheet with scout ratings that someone else said was changed..... :-/ It's the MinLogis that get the 20% base hacking bonus, the others get 15%. You'll notice that the Minmatar Assault and Scout suits also hack 5% faster than their racial counterparts. Cool, huh?
Ai yes, I thought my minnie scout with max skills would be the fastest hacker out there, but no, logis will hack faster. Makes sense though.
So what figures are we looking at there? 20% innate + 25% hack skill + say, 50% of codebreaker modules (don't know how stacking penalty works, but just say 50% with 2)
That's about a 5 second hack no? Wow. |
Summ Dude
Direct Action Resources
305
|
Posted - 2014.03.16 09:42:00 -
[649] - Quote
IAmDuncanIdaho II wrote:Ai yes, I thought my minnie scout with max skills would be the fastest hacker out there, but no, logis will hack faster. Makes sense though.
So what figures are we looking at there? 20% innate + 25% hack skill + say, 50% of codebreaker modules (don't know how stacking penalty works, but just say 50% with 2)
That's about a 5 second hack no? Wow. Actually the Minmatar Logi has a 20% hack speed bonus, while someone with level 5 in Minmatar Scout will have a base 35% hack speed bonus (skill bonus + innate suit bonus). So without any modules, the Scout wins. The Logi might be able to overcome this by stacking Codebreakers, but that would take up a lot of slots whereas the Scout can do it with none.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
IAmDuncanIdaho II
R 0 N 1 N
267
|
Posted - 2014.03.16 09:45:00 -
[650] - Quote
Summ Dude wrote:IAmDuncanIdaho II wrote:Ai yes, I thought my minnie scout with max skills would be the fastest hacker out there, but no, logis will hack faster. Makes sense though.
So what figures are we looking at there? 20% innate + 25% hack skill + say, 50% of codebreaker modules (don't know how stacking penalty works, but just say 50% with 2)
That's about a 5 second hack no? Wow. Actually the Minmatar Logi has a 20% hack speed bonus, while someone with level 5 in Minmatar Scout will have a base 35% hack speed bonus (skill bonus + innate suit bonus). So without any modules, the Scout wins. The Logi might be able to overcome this by stacking Codebreakers, but that would take up a lot of slots whereas the Scout can do it with none.
Thanks for correcting my lazy analysis!! Cheers! |
|
Faquira Bleuetta
Fatal Absolution General Tso's Alliance
293
|
Posted - 2014.03.16 11:38:00 -
[651] - Quote
The Amarr should be the ******* scout hunter not Caldari , +5% bonus to dropsuit scan radius per level and +19% bonus to Complex Precision Enhancer per level( yes 19% bonus bcuz Amarr lacks high slot) ,,base dropsuit stat new Movement Speed 5.39(current 5.25) , new sprint 7.55(current 7.35),, new stamina 225 (current 275),,, however in exchange Caldari should have bonus to cloaking,,,,,,, +7 % reduction to cloak field cooldown per level,,,+8 % bonus to Cloaked ScProfile Reduction.
(n+ëGèÖGÇ+GèÖ)n+ën+PpÇÄG£º~TEARS~G£ºpÇÅ 1.8 Laser rifle buff faq will be back to melt all ur sorry ass the good ol chromosomes days.
|
Argent Mordred
DUST University Ivy League
56
|
Posted - 2014.03.17 03:44:00 -
[652] - Quote
Is there any way the suit bonuses could be made to be of more broad use? Currently players use a lot of different combinations of weapons and drop suits, and it would be nice if it remained that way; instead of the game becoming such that if you use a gallente suit you better only use gallente weapons, and not a rail rifle or a combat rifle.
For example, the gallente assault suit should maybe reduce kick by 5% in general, rather than just with plasma weaponry. Otherwise it seems like the player is being punished for not using the same faction's suit and weapons together. I realize that this might mean the bonuses require more delicate balancing, but I think it will make the game more interesting in the long run by allowing a great variety of fits that are practically usable in an actual match.
Since the Amarr laser bonus is a bit unusual, maybe the Amarr should get an equivalent bonus to dispersion with other factions weapons? The logic being that the Amarr seem to have a way for their suit to draw away their weapon's heat based on their bonus, and actual firearms and artillery lose accuracy when they heat up because heating up the barrel will tend to increase barrel harmonics.
The Gallente tend to use rapid firing weapons, so maybe their suits are designed to fight recoil and therefore reduce the amount of kick with most weapons, making them more controlable. Lasers maybe being the exception as they don't seem to have recoil, but I wouldn't know for sure as I don't use laser rifles. They wouldn't reduce dispersion though under this example, as Amarr assault suits do that. |
lee corwood
Knights Of Ender Galactic Skyfleet Empire
624
|
Posted - 2014.03.17 04:14:00 -
[653] - Quote
Argent Mordred wrote:Is there any way the suit bonuses could be made to be of more broad use? Currently players use a lot of different combinations of weapons and drop suits, and it would be nice if it remained that way; instead of the game becoming such that if you use a gallente suit you better only use gallente weapons, and not a rail rifle or a combat rifle.
I do agree with the sentiment, because its part of the reason I fell in love with the game. I loved that it was opened faced and I could skill into any EQ or weapon and make a fit completely custom to my playstyle. That I loved and felt was different from most other games.
However, I can see how that might not have been in their plans and also how it makes sense lore wise. If I were a gallente soldier having gone through whatever basic training or whatnot, I would have used the weapons I produced. However, in battle you pickup anything you can but you weren't trained on it, thus a reduction in your ability to use it.
I'm torn on how I feel about it being expressed, especially as a logi who 's incredibly expensive suit is drastically less effective for my team.
Minmatar Logisis | Heavy lover. Come get some badass Band-Aids from this chick
|
Soldier Sorajord
Subsonic Synthesis RISE of LEGION
167
|
Posted - 2014.03.18 03:37:00 -
[654] - Quote
Which weapons are the Hybrid-Blaster weapons? are all gallente weapons hybrid-blaster? Or only the Assault Rifle and bolt pistol? Same question for each of the different types I'd like a list of different weapon bonuses, and which applies to which.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
|
Summ Dude
Direct Action Resources
311
|
Posted - 2014.03.18 03:42:00 -
[655] - Quote
Soldier Sorajord wrote:Which weapons are the Hybrid-Blaster weapons? are all gallente weapons hybrid-blaster? Or only the Assault Rifle and bolt pistol? Same question for each of the different types I'd like a list of different weapon bonuses, and which applies to which. Here ya go.
Blaster weapons are all plasma-based.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Kosakai
ZionTCD
19
|
Posted - 2014.03.18 09:25:00 -
[656] - Quote
why got minnie scout advence and proto suit the same number of slots???
every other proto suits is +1 or more slots better then advance
EDIT: sorry my mystake :P everythink is good
SCAN ATTEMPT PREVENTED
FORGE GUN LOVER
TANK HUNTER
|
Jacques Cayton II
Providence Guard Templis CALSF
684
|
Posted - 2014.03.18 12:19:00 -
[657] - Quote
Soldier Sorajord wrote:Which weapons are the Hybrid-Blaster weapons? are all gallente weapons hybrid-blaster? Or only the Assault Rifle and bolt pistol? Same question for each of the different types I'd like a list of different weapon bonuses, and which applies to which. Al Gallentean weaponry.... mostly
We fight for the future of the State not our
personal goals
|
Sgt Kirk
Fatal Absolution General Tso's Alliance
5299
|
Posted - 2014.03.22 18:08:00 -
[658] - Quote
Soldier Sorajord wrote:Which weapons are the Hybrid-Blaster weapons? are all gallente weapons hybrid-blaster? Or only the Assault Rifle and bolt pistol? Same question for each of the different types I'd like a list of different weapon bonuses, and which applies to which. All Gallente Weaponry except for the Flux Grenade which is an EMP.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
|
Funkmaster Whale
0uter.Heaven
1599
|
Posted - 2014.03.29 16:59:00 -
[659] - Quote
Why is it that Scouts and Heavies get suit bonuses that apply no matter how you fit the suit, while Assaults and Logis are pinholed into using specific equipment/weapons to make use of their bonuses?
There's a distinct disparity between the suit bonus philosophy. For example, if Scouts got the same treatment as Assaults and Logis with their bonuses then you'd see bonuses like "+5% to efficacy of Profile Dampeners per level" or "+5% to efficacy of Cardiac Regulators per level". See how boring these bonuses are? They force you to use a specific module to make any use of the bonus.
Luckily, Scouts don't have those bonuses because apparently them and Heavies get preferential treatment when it comes to customization. Assaults and Logis on the other hand are forced to forego customization to make use of already meager bonuses to a SINGLE class of weaponry or equipment. It really ruins the point of the game by having these crap bonuses.
Let me play you the song of my people!
|
Soldier Sorajord
Subsonic Synthesis RISE of LEGION
170
|
Posted - 2014.03.29 18:50:00 -
[660] - Quote
Funkmaster Whale wrote:Why is it that Scouts and Heavies get suit bonuses that apply no matter how you fit the suit, while Assaults and Logis are pinholed into using specific equipment/weapons to make use of their bonuses?
There's a distinct disparity between the suit bonus philosophy. For example, if Scouts got the same treatment as Assaults and Logis with their bonuses then you'd see bonuses like "+5% to efficacy of Profile Dampeners per level" or "+5% to efficacy of Cardiac Regulators per level". See how boring these bonuses are? They force you to use a specific module to make any use of the bonus.
Luckily, Scouts don't have those bonuses because apparently them and Heavies get preferential treatment when it comes to customization. Assaults and Logis on the other hand are forced to forego customization to make use of already meager bonuses to a SINGLE class of weaponry or equipment. It really ruins the point of the game by having these crap bonuses.
Maybe so that Heavy Classes are Heavy and Scout Classes are sneaky. Think about that for a second.
Then let's look back. How much of our playerbase ever used scouts/sentinels full time? nobody. If they did they got specialized. Don't hate. Look at how many medium suits were spammed at every single game mode. There's a thing called diversity. And That's what they want on the battlefield.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
|
|
Summ Dude
Direct Action Resources
335
|
Posted - 2014.03.29 20:33:00 -
[661] - Quote
Funkmaster Whale wrote:Why is it that Scouts and Heavies get suit bonuses that apply no matter how you fit the suit, while Assaults and Logis are pinholed into using specific equipment/weapons to make use of their bonuses?
There's a distinct disparity between the suit bonus philosophy. For example, if Scouts got the same treatment as Assaults and Logis with their bonuses then you'd see bonuses like "+5% to efficacy of Profile Dampeners per level" or "+5% to efficacy of Cardiac Regulators per level". See how boring these bonuses are? They force you to use a specific module to make any use of the bonus.
Luckily, Scouts don't have those bonuses because apparently them and Heavies get preferential treatment when it comes to customization. Assaults and Logis on the other hand are forced to forego customization to make use of already meager bonuses to a SINGLE class of weaponry or equipment. It really ruins the point of the game by having these crap bonuses. The point is to give each suit a specific role to fill. Whether or not their bonuses apply to specific pieces of gear, each suit is still designed to really only excel in one niche area. The Sentinel bonuses allow them to tank large amounts of damage, either for just armor or shields, or split between the two. Either way, it's still only really giving them that one advantage: being able to tank a bunch of shots. The fact that it isn't tied to a certain module doesn't change the fact that it's only allowing Sentinels that one advantage. The Scout bonuses give each suit a unique playstyle associated with it. The Caldari Scout doesn't get a bonus to Precision Enhancers, but it's clearly designed to be the ultimate Scanner Scout.
Also, I definitely wouldn't say that getting a bonus to a certain item really "forces Assaults and Logis to forego customization.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
Murt Lesp
Leviathan Battalion
135
|
Posted - 2014.04.03 15:12:00 -
[662] - Quote
Could we see what all the suits look like? Design, color scheme etc?
It'd help us identify which suits we're up against on the battlefield
The Leviathan has Awoken and in hungers
That was an Execution - Pistol Headshot Kill
|
lee corwood
Knights Of Ender Galactic Skyfleet Empire
692
|
Posted - 2014.04.03 15:18:00 -
[663] - Quote
Murt Lesp wrote:Could we see what all the suits look like? Design, color scheme etc?
It'd help us identify which suits we're up against on the battlefield
Can't you already do that using the viewer in the marketplace?
Minmatar Logisis | Heavy lover. Ping for video services.
|
Murt Lesp
Leviathan Battalion
159
|
Posted - 2014.04.03 15:19:00 -
[664] - Quote
lee corwood wrote:Murt Lesp wrote:Could we see what all the suits look like? Design, color scheme etc?
It'd help us identify which suits we're up against on the battlefield Can't you already do that using the viewer in the marketplace?
I mean to have it all in one place and available outside of the game.
The Leviathan has Awoken and in hungers
That was an Execution - Pistol Headshot Kill
|
Mell caneva
Inmortales LLC Amenaza Inminente
67
|
Posted - 2014.04.16 16:14:00 -
[665] - Quote
So, now, why do us nerf the GALLENTE SCOUT?
Yo no estoy loco, solo estoy demente.
Diario de Jhonatan (XBOXER091)
|
Emo Skellington
The Neutral Zone
42
|
Posted - 2014.04.28 04:02:00 -
[666] - Quote
I think that CCP has began forgetting that Dust 514 revolves around EVE.
By this i simply mean, all these stats dont really quite seem to match up to their severity as it does in EVE.
The differences in the effeciencies, base stats, bonuses, just all seem to be not like EVE where they are all SOOO different where no fit is ever the same in effectivness or its use
NZONE
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 :: [one page] |