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Gavr1lo Pr1nc1p
TRA1LBLAZERS
364
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Posted - 2014.01.31 22:03:00 -
[31] - Quote
Another thought for the OP would be to bring minmitar and amarr suits in line with caldari and gallente suits. My proposed buffs would be to give a speed buff to the minmitar scout (5%) and a 2% boost to the logi, and perhaps the assault as well, but then also make the same buff to amarr scout speed so that the amarr scout isn't slower than a minmitar assault. and also giving them the highest shield recharge capabilities. For amarr, I would buff all amarr medium frame suits to have 210 armor, 200 shield, to make up for their very low speeds
Kills- Archduke Ferdinand
Help Shields
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
399
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Posted - 2014.02.03 21:18:00 -
[32] - Quote
updated the OP
Kills- Archduke Ferdinand
Balance!
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KING CHECKMATE
Tal-Romon Legion Amarr Empire
4364
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Posted - 2014.02.03 23:38:00 -
[33] - Quote
you good changes indeed. :3
AceOfJokers666 [ + ] AimBot / VALOR / MAG | YOU EITHER LOVE BACON OR YOU ARE WRONG
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
405
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Posted - 2014.02.03 23:44:00 -
[34] - Quote
KING CHECKMATE wrote:you good changes indeed. :3
I thought so too
do you think i should break this up into smaller threads for easy reading for people?
Kills- Archduke Ferdinand
Balance!
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Bayeth Mal
OSG Planetary Operations Covert Intervention
29
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Posted - 2014.02.04 05:32:00 -
[35] - Quote
I wouldn't mind if AA was adjusted based on weapon type. Spam shot weapons like the AR and especially those that are at a relative range where AA can track a target (as it's a shorter distance to travel on screen/degrees) could be reduced as opposed to say a Shotgun which is firing at very close range where players bouncing around each other have to make more sweeping motions to track their target (thus creating the dilemma of weather to turn sensitivity up or down) but still require timing for accuracy. Same for NK, and maybe scrambler pistol but probably not as it could mess with your head shot capability. |
zibathy numbertwo
Nox Aeterna Security
382
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Posted - 2014.02.04 06:26:00 -
[36] - Quote
I agree with everything and that makes me happy. I'm tired of ******* clueless morons saying DURRR ONLY RR NEEDS NERF CR IS FINE or DURRR CR NEEDS NERF RR IS FINE HUR HUR HUR or CR AND RR ARE OP SCR IS PERFECT x)))))))))))!!!!!
Thank you. Nerf it all. Nerf it all to hell. I gladly accept the AR nerf because the less people using my glorious weapon, the better. I hope something like this gets implemented and the FOTM faggots' tears rain down across the entire galaxy.
Long Live Freedom; Long Live the Federation.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
479
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Posted - 2014.02.08 18:45:00 -
[37] - Quote
Bayeth Mal wrote:I wouldn't mind if AA was adjusted based on weapon type. Spam shot weapons like the AR and especially those that are at a relative range where AA can track a target (as it's a shorter distance to travel on screen/degrees) could be reduced as opposed to say a Shotgun which is firing at very close range where players bouncing around each other have to make more sweeping motions to track their target (thus creating the dilemma of weather to turn sensitivity up or down) but still require timing for accuracy. Same for NK, and maybe scrambler pistol but probably not as it could mess with your head shot capability.
I agree, currently the weapons that have aim assist working very well are the ones messing up TTK, i.e. all rifles.The weapons that dont have aim assist, like nova knives, the shotgun, swarm launcher, mass driver, plasma cannon, flaylock etc are all underused. Aim assist is one of the most underrated factors in the game, as it is what allows slow firing weapons like the RR to be so effective at any range, and spray weapons like CR to be so effective at CQC, whereas the shotgun is now a precision weapon compared to most, if not all rifles
Kills- Archduke Ferdinand
Balance!
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Vermaak Doe
SVER True Blood Public Disorder.
1346
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Posted - 2014.02.08 18:49:00 -
[38] - Quote
I'd rather the ar lose rof for damage, but that's just how I would want to use it.
"Always fight dirty, the victor writes history"
Eve toon: Drake Doe, professional hero tackler, full time pretzel boy
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
479
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Posted - 2014.02.08 18:51:00 -
[39] - Quote
Vermaak Doe wrote:I'd rather the ar lose rof for damage, but that's just how I would want to use it. I think with higher RoF it becomes a better CQC weapon, which is what its supposed to be
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
479
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Posted - 2014.02.08 19:10:00 -
[40] - Quote
Im going to make my update about dropsuits here because my OP doesnt have enoug chars left in it: Ammarr suits all need a base increase to HP, im thinking 200 shield, 210 armor, as that only makes sense Minmitar suits need an across the board boost to shield regenerative qualities, like 25-50% boost to regeneration and recharge delay Gallente suits will be very good at armor regen if the module changes i suggested are implemented to allow them to stack reppers in the lows, and rep bonuses in the highs, as well as them getting a base rep rate in 1.8, which is a good idea by CCP Caldari suits are getting some love in the shield departement in 1.8, and if my suggested changes to shield go through, they will again become strong shield tankers
For scout suits specifically, I will comment due to what is perceived as a great imbalance.
Ammarr scouts- these will be a light assault with heavy dampening. A lot of people are complaining because the minmitar assault is faster than the amarr scout, but forget to take into account that they have equal hp (or very close), the amarr scout has a ludicrous amount more stamina, has better dampening, and two equipment slots to boot. However, I beleive that a 15% bonus to base armor HP of the amarr scout is needed to accomodate them better, as well as increase their current bonus to 10%.
Minmitar scouts- These are supposed to be speed tanking anarchist scouts with nasty assassination skills. However, due to aim assist, and equal strafing speeds on all suits, this is unacheivable. The minmitar scout needs a 5% bonus to movement and sprint speed, as well as kincats having a greater stacking penalty, but also affecting movement speed by 1/2 of their bonus to sprint speed, so that minmitar scouts are the best speed tankers in the game to go along with their extremely situational bonuses
Gallente scouts- These scouts will be FoTM next patch. Sorry, its just going to happen. In my opinion, to reduce this, armor plates simply need the changes that i suggested and they should be ok to go. However, they do receive the best bonuses of any scout suit, have the best loadout and a 3hp/second rep rate, so i think they will get nerfed, unfortunately, especially once nyan san begins to abuse them. I think the best fix would be to make other scouts better to bring them up to the current potential of the gallente scout. SO , int other words, the gallente scout is fine, the other scouts need buffs
Caldari scout- Best shield regen of any unit in the game, and can function as a proto active scanner that can carry an assault rail rifle. Will be very powerful, yet easily countered simply due to its inability to speed tank effectively and their glass cannon like build. Having only 2 low slots will limit their FoTM cpacities
Kills- Archduke Ferdinand
Balance!
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Jacques Cayton II
Providence Guard Templis CALSF
587
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Posted - 2014.02.08 19:48:00 -
[41] - Quote
You had good ideas but most were horrible like the buff to armor plates that's dumb.
We fight for the future of the State not our
personal goals
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McFurious
TeamPlayers Negative-Feedback
617
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Posted - 2014.02.11 05:27:00 -
[42] - Quote
I like all these ideas. Especially for ferroscale and reactive plates as well as armor reppers in the highs.
Half Irish. Often angry.
Closed Beta Masshole
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
510
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Posted - 2014.02.11 05:30:00 -
[43] - Quote
Jacques Cayton II wrote:You had good ideas but most were horrible like the buff to armor plates that's dumb. Armor plates aren't getting a buff, per se, however, they are getting a synergising module similar to a regulator for shields. Also, i propose that for each plate being stacked there would be another static penalty of say one second delay to armor repair rate, which doesn't change between tiers, and doesn't exist on ferroscales, and reactives receive only a .5 second delay penalty
Kills- Archduke Ferdinand
Balance!
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Awry Barux
Paladin Survey Force Amarr Empire
477
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Posted - 2014.02.11 05:32:00 -
[44] - Quote
Good list except I think you have it backwards on TTK- high TTK = a long time, low TTK = a short time. TTK needs to go UP, not down, and CCP has said as much. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
510
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Posted - 2014.02.11 05:33:00 -
[45] - Quote
Awry Barux wrote:Good list except I think you have it backwards on TTK- high TTK = a long time, low TTK = a short time. TTK needs to go UP, not down, and CCP has said as much. thats what i meant, ill go correct it
Kills- Archduke Ferdinand
Balance!
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Cat Merc
Ahrendee Mercenaries EoN.
6418
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Posted - 2014.02.11 05:41:00 -
[46] - Quote
Armor reps in high slots? Do you even armor tank?
This will end in tears, shield tanker tears.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
510
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Posted - 2014.02.11 05:43:00 -
[47] - Quote
Cat Merc wrote:Armor reps in high slots? Do you even armor tank?
This will end in tears, shield tanker tears. I updated the OP, and it actually would be pretty balanced with the way i put it, as well as keeping base armor rep rates how they will be in 1.8. Mind you, i also said that minmitar and caldari need a huge bonus to shield regen and recharge delay, especially minmitar. Minmitar recharge should be greater than caldari recharge, caldari base shield should be greater than minmitar.
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
510
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Posted - 2014.02.11 05:50:00 -
[48] - Quote
Also, on my 3rd post, i made it for a new weapons section, feel free to describe any new weapon you feel must be included
Kills- Archduke Ferdinand
Balance!
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Midas Fool
Black Phoenix Mercenaries Legacy Rising
359
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Posted - 2014.02.11 19:12:00 -
[49] - Quote
90% of this is really, really good. In fact, it's stuff that's kinda obvious and surprising that it hasn't been done yet (I wouldn't doubt most of this is going to be implemented in 1.8 in some form or another). Proper formatting would help make your list easier to read and understand, but good analysis overall.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
520
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Posted - 2014.02.11 19:48:00 -
[50] - Quote
Midas Fool wrote:90% of this is really, really good. In fact, it's stuff that's kinda obvious and surprising that it hasn't been done yet (I wouldn't doubt most of this is going to be implemented in 1.8 in some form or another). Proper formatting would help make your list easier to read and understand, but good analysis overall. Thanks for the feedback
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
524
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Posted - 2014.02.12 02:47:00 -
[51] - Quote
On page one, MY third post is now dedicated to new weapon ideas. Check it out and tell me i fyou guys want any new additions
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
530
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Posted - 2014.02.12 23:14:00 -
[52] - Quote
bump for recognition
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
534
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Posted - 2014.02.13 01:43:00 -
[53] - Quote
added more future shotgun ideas in the weapons post
Kills- Archduke Ferdinand
Balance!
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
547
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Posted - 2014.02.13 22:22:00 -
[54] - Quote
new page is here with better formatting
Kills- Archduke Ferdinand
Balance!
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