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Gavr1lo Pr1nc1p
TRA1LBLAZERS
339
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Posted - 2014.01.31 01:38:00 -
[1] - Quote
This list will be eternally incomplete, but i would like some feedback from you guys if you think i forgot anything. And please, no trolls. So to begin... WEAPONS -the general TTK for all weapons needs a decrease right now, as it is currently too low -aim assist needs some tuning, preferably in the downward direction, especially for rifles, proposed fix would be what CCP is currently doing, as it sounds pretty good -weapons currently in need of a nerf: The rail rifle needs a huge reticle, more recoil, and a lot of hipfire spread, assault rail rifle needs a 5-10% damage per bullet decrease The combat rifle (non-assault) needs a longer time for each burst, and a longer delay in between each burst, probably with a fire rate of 1000, but a larger delay in between bursts. The assault combat rifle is fine where it is, it has its ammo guzzling problems to balance it out The scrambler rifle needs more bonus to charge shot damage, (25-50%) but less regular shot damage (5-10% nerf) and have 1-2 shots less until heat up The assault rifle needs a range nerf of about 15-25%, but to balance this out and make the CQC weapon it is meant to be, increase all variants fire rate by 10%, nerf damage by 5%. The TAR needs a larger mag cap, but also a fire delay in between rounds similar to the combat rifle -All sidearms other than Flaylock and Nova knives need a 5-7% nerf to damage -weapons in need of a buff: Laser rifle, however, CCP has announced a hot fix coming soon Mass driver-increase splash damage to make it area of denial weapon by say 10% Sniper Rifle- more of a bonus to headshot damage only, also, headshotted enemies cannot be revived, give a higher mag cap to tactical variants (6 rounds) Shotgun-needs a pellet buff at ADV and PRO levels only, probably 2 pellets at ADV, and 4 at PRO, breach needs an upgrade to mag cap and slight buff to fire rate Plasma cannon-DoT is something CCP had in mind, but is probably going to be hard toimplement, so if it doesnt work out, give it a 10-20% boost to direct damage Flaylock- increase splash radius by 1 meter, and you have a balanced weapon Nova knives- remove sprinting interrupt for all slashes, only should interrupt sprinting when charge reaches 100% for more than 1 second, and maybe even add a ballistic function- https://forums.dust514.com/default.aspx?g=posts&m=1784320#post1784320 Swarm Launcher-
Now onto modules MODULES The main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (85 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF yes i said it. The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers-3/4/5 hp/s per level, and moved to a high slot -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost
VEHICLES I wont even start trying to balance vehicles, there have been far too many threads on this topic already
DROPSUITS When 1.8 comes around, we really are going to see some great new things from all suits. The sentinel gets its huge damage reduction, scouts get more modules, moer equipment, and a cloak to boot. commandos are huge dps dealers, and logis will actually perform their roles, and have gotten huge buffs to equipment usage. Overall, though assault and logi stats arent out yet, they seem very balanced, but give m scouts more base speed, and logi/assaults more base HP
EQUIPMENT AND GRENADES The grenades are good, except for core locus and thukker. The core needs a slightly lower blast radius, and the thukker needs a small blast radius (packed at the most), but more damage (in the 400-500 range). Equipment seems to be good overall, as the active scanner is being turned into usable in only the way it is supposed to be used. I just want to see equipment spam being stopped, perhaps by having the limit for things like uplinks be for the total deployed, not the total deployed of each type.
And thats it! did i forget anything?
Kills- Archduke Ferdinand
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
339
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Posted - 2014.01.31 01:42:00 -
[2] - Quote
i know the OP is really long, if anyone wants a summary just ask and ill make one
Kills- Archduke Ferdinand
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cloneofacloneofaclone
Seykal Expeditionary Group Minmatar Republic
3
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Posted - 2014.01.31 01:55:00 -
[3] - Quote
Took me a while to read, but I agree with most of it |
buzzzzzzz killllllllll
TRA1LBLAZERS
121
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Posted - 2014.01.31 01:59:00 -
[4] - Quote
if u werent my ceo i would not hav read that, but the armor and shield ideas are actually a good idea (next time limit it to one volume) |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
349
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Posted - 2014.01.31 02:08:00 -
[5] - Quote
thanks for the feedback and support guys!
Kills- Archduke Ferdinand
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Yoma Carrim
Situation Normal all fraked up
362
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Posted - 2014.01.31 02:17:00 -
[6] - Quote
I like most of it but I'm a bit sketchy on the Armor reprs in the high slots, and making the speed stacking penalty for armor even across the board.
If we could get a module similar to shield regulators for high slots that increase the efficiency of armor reprs I think that would work better.
As for movement penalties maybe decrease the penalty per plate rather than make them uniform across the board.
Just my 2cence but +1 for a great post.
EDIT: if you could explain your reasoning for the two things I listed above it would be a help in easing my concerns over those ideas.
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Nocturnal Soul
Fatal Absolution Covert Intervention
1795
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Posted - 2014.01.31 02:19:00 -
[7] - Quote
I'm going to have to disagree with the 3-4% movement penalty across all tiers my advance Amarr suit is only filled with advance mod/weapons that 4% penalty I get from stacking two armor plates is high enough and is the #1 reason I hate using my proto suit ( which is filled with mostly proto ) that 11% to speed penalty is just horrendous on an already slow suit.
New born sAMARRi
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
352
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Posted - 2014.01.31 02:20:00 -
[8] - Quote
Yoma Carrim wrote:I like most of it but I'm a bit sketchy on the Armor reprs in the high slots, and making the speed stacking penalty for armor even across the board.
If we could get a module similar to shield regulators for high slots that increase the efficiency of armor reprs I think that would work better.
As for movement penalties maybe decrease the penalty per plate rather than make them uniform across the board.
Just my 2cence but +1 for a great post.
Thanks! and yeah that might work as well, perhaps a bonus to total armor regen for the high slots?
Kills- Archduke Ferdinand
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
352
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Posted - 2014.01.31 02:21:00 -
[9] - Quote
Nocturnal Soul wrote:I'm going to have to disagree with the 3-4% movement penalty across all tiers my advance Amarr suit is only filled with advance mod/weapons that 4% penalty I get from stacking two armor plates is high enough and is the #1 reason I hate using my proto suit ( which is filled with mostly proto ) that 11% to speed penalty is just horrendous on an already slow suit.
ok sure, what do you suggest to fix the fact about how underused armor at proto is?
Kills- Archduke Ferdinand
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Yoma Carrim
Situation Normal all fraked up
362
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Posted - 2014.01.31 02:22:00 -
[10] - Quote
Gavr1lo Pr1nc1p wrote:Yoma Carrim wrote:I like most of it but I'm a bit sketchy on the Armor reprs in the high slots, and making the speed stacking penalty for armor even across the board.
If we could get a module similar to shield regulators for high slots that increase the efficiency of armor reprs I think that would work better.
As for movement penalties maybe decrease the penalty per plate rather than make them uniform across the board.
Just my 2cence but +1 for a great post. Thanks! and yeah that might work as well, perhaps a bonus to total armor regen for the high slots? Yep That's what I was thinking
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
352
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Posted - 2014.01.31 02:29:00 -
[11] - Quote
Yoma Carrim wrote:Gavr1lo Pr1nc1p wrote:Yoma Carrim wrote:I like most of it but I'm a bit sketchy on the Armor reprs in the high slots, and making the speed stacking penalty for armor even across the board.
If we could get a module similar to shield regulators for high slots that increase the efficiency of armor reprs I think that would work better.
As for movement penalties maybe decrease the penalty per plate rather than make them uniform across the board.
Just my 2cence but +1 for a great post. Thanks! and yeah that might work as well, perhaps a bonus to total armor regen for the high slots? Yep That's what I was thinking Yeah not a bad idea, I will add as alternative to my OP
Kills- Archduke Ferdinand
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Mobius Kaethis
Molon Labe. Public Disorder.
1223
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Posted - 2014.01.31 02:37:00 -
[12] - Quote
The AR needs either a RoF boost or a damage boost to give it the highest DPS since it has the lowest range.
The RR is a long range weapon. If you decrease its accuracy you will make it useless at its intended role and make it more useful in close combat. What it needs is a reduce RoF (I'm thinking 350) combined with an increase to damage. This will give it a higher alpha damage than any other rifle (needed for a successful ranged weapon) but also make it much less practical to use in CQC. The damage boost needs to be done in such a way to keep it from having a high DPS though since it should have the lowest DPS of the rifles to balance out its high alpha damage and range superiority.
Fun > Realism
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
352
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Posted - 2014.01.31 02:39:00 -
[13] - Quote
Mobius Kaethis wrote:The AR needs either a RoF boost or a damage boost to give it the highest DPS since it has the lowest range.
The RR is a long range weapon. If you decrease its accuracy you will make it useless at its intended role and make it more useful in close combat. What it needs is a reduce RoF (I'm thinking 350) combined with an increase to damage. This will give it a higher alpha damage than any other rifle (needed for a successful ranged weapon) but also make it much less practical to use in CQC. The damage boost needs to be done in such a way to keep it from having a high DPS though since it should have the lowest DPS of the rifles to balance out its high alpha damage and range superiority.
I accounted for the AR- 10% rof, 5% reduction to damage. RR, the accuracy only decreases for hipfire, everything else is the same, perhaps also increase ADS zoom
Kills- Archduke Ferdinand
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
352
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Posted - 2014.01.31 02:52:00 -
[14] - Quote
Please read and bump guys, I really did work hard on creating this list, as it is a compilation of what i have seen on the forums for the past 2 weeks or so
Kills- Archduke Ferdinand
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OZAROW
Dem Durrty Boyz Renegade Alliance
1312
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Posted - 2014.01.31 03:21:00 -
[15] - Quote
Nova knives do NOT need a damage reduction! At pro five in a minmatar suit they should actually ohk ANY suit with a charged strike of BOTH blades, armor has been buffed an no scout should have to two strike charge hit anything with a full suit an proficiency 5 investment .
Second, I'm not a rr user but you got it wrong, the RR reticle should shrink not increase making it harder to aim, thirdly CR annihilates most suits because A: many people like myself went high in proficiency B: too many people rock damage mods an no shields, so they kill fast and die fast C: don't change ANY weapons until damage modifiers have received their touch up, then bring the weapons to a upward balance not level things down
Also untill we know if full respecs are coming don't touch anything, ftom an nerfing is a problem in the game based on QUANTITY., full teams using core grenades, MD,faylocks(old), new weapons, is what makes people think nerfs are in order, when it's the quantity that made it OP, a team of 16 nova knifing scouts could be hard as hell to fight but not OP, but abundance would be scary.
Plus a dev also commented that in 1.8 weapons like the scr are somehow doing straight damage, if say you have 10 shields an 60 armor, your dying because that damage isn't divided into its % ratio of sheilds vrs armor effectively , and that is being worked on for all weapons as we speak.
So wait until a month after the update for them to process their new data before applying changes that may need to be reversed.
All in all good post OP+1
Fix my shotgun damage, sick of having to shoot the same amount of shots, std or proto
SUPER NOVA KNIFE SAIYAN 4
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
355
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Posted - 2014.01.31 03:23:00 -
[16] - Quote
OZAROW wrote:Nova knives do NOT need a damage reduction! At pro five in a minmatar suit they should actually ohk ANY suit with a charged strike of BOTH blades, armor has been buffed an no scout should have to two strike charge hit anything with a full suit an proficiency 5 investment .
Second, I'm not a rr user but you got it wrong, the RR reticle should shrink not increase making it harder to aim, thirdly CR annihilates most suits because A: many people like myself went high in proficiency B: too many people rock damage mods an no shields, so they kill fast and die fast C: don't change ANY weapons until damage modifiers have received their touch up, then bring the weapons to a upward balance not level things down
Also untill we know if full respecs are coming don't touch anything, ftom an nerfing is a problem in the game based on QUANTITY., full teams using core grenades, MD,faylocks(old), new weapons, is what makes people think nerfs are in order, when it's the quantity that made it OP, a team of 16 nova knifing scouts could be hard as hell to fight but not OP, but abundance would be scary.
Plus a dev also commented that in 1.8 weapons like the scr are somehow doing straight damage, if say you have 10 shields an 60 armor, your dying because that damage isn't divided into its % ratio of sheilds vrs armor effectively , and that is being worked on for all weapons as we speak.
So wait until a month after the update for them to process their new data before applying changes that may need to be reversed.
All in all good post OP+1
Fix my shotgun damage, sick of having to shoot the same amount of shots, std or proto i never said they need a damage reduction...if anything they need a buff hahaha, im a nova knife minja too. I excluded nova knives from my list of sidearms...i think...as well as flaylocks. But thanks :) And yeah a buff to nova knives would be nice in addition to sprint fixing
Kills- Archduke Ferdinand
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killer carrot top
Eternal Beings Proficiency V.
14
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Posted - 2014.01.31 03:26:00 -
[17] - Quote
And we all know ccp won't take any player comments or idea into use, why is there even a forum when ccp has made it quite clear that they only care about the money? |
NK Scout
Storm Wind Strikeforce Caldari State
166
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Posted - 2014.01.31 03:26:00 -
[18] - Quote
Gavr1lo Pr1nc1p wrote:This list will be eternally incomplete, but i would like some feedback from you guys if you think i forgot anything. And please, no trolls. So to begin... WEAPONS-the general TTK for all weapons needs a decrease right now, as it is currently too low -aim assist needs some tuning, preferably in the downward direction, especially for rifles, proposed fix would be what CCP is currently doing, as it sounds pretty good -weapons currently in need of a nerf: The rail rifle needs a huge reticle, more recoil, and a lot of hipfire spread, assault rail rifle needs a 5-10% damage per bullet decrease The combat rifle (non-assault) needs a longer time for each burst, and a longer delay in between each burst, probably with a fire rate of 1000, but a larger delay in between bursts. The assault combat rifle is fine where it is, it has its ammo guzzling problems to balance it out The scrambler rifle needs more bonus to charge up time (10-15%) but less regular shot damage (5-10% nerf) and have 1-2 shots less until heat up The assault rifle needs a range nerf of about 15-25%, but to balance this out and make the CQC weapon it is meant to be, increase all variants fire rate by 10%, nerf damage by 5%. The TAR needs a larger mag cap, but also a fire delay in between rounds similar to the combat rifle -All sidearms other than Flaylock and Nova knives need a 5-7% nerf to damage -weapons in need of a buff: Laser rifle, however, CCP has announced a hot fix coming soon Mass driver-increase splash damage to make it area of denial weapon by say 10% Sniper Rifle- more of a bonus to headshot damage only, also, headshotted enemies cannot be revived, give a higher mag cap to tactical variants (6 rounds) Shotgun-needs a pellet buff at ADV and PRO levels only, probably 2 pellets at ADV, and 4 at PRO, breach needs an upgrade to mag cap and slight buff to fire rate Plasma cannon-DoT is something CCP had in mind, but is probably going to be hard toimplement, so if it doesnt work out, give it a 10-20% boost to direct damage Flaylock- increase splash radius by 1 meter, and you have a balanced weapon Nova knives- remove sprinting interrupt for all slashes, only should interrupt sprinting when charge reaches 100% for more than 1 second, and maybe even add a ballistic function- https://forums.dust514.com/default.aspx?g=posts&m=1784320#post1784320Swarm Launcher-buff to 1.6 stats, except only 200m range Now onto modules MODULESThe main modules that need their effectiveness reduced in comparison to other modules are MLT, STD, and ADV armor plates (non-variant), and damage mods. CCP plans on nerfing damage mods, so i will not comment on that these are some possible buffs to reduce armor and shield disparity- STD: (85 armor, 3 PG, 10 CPU) vs (33 shields, 2 PG, 15 CPU) ADV: (110 armor, 6 PG, 20 CPU) vs (55 shields, 4 PG, 36 CPU) PRO: (135 armor, 12 PG, 30 CPU) vs (70 shields, 8 PG, 54 CPU) if anything, the ludicrous costs of shield extenders need to be lowered especially in the pg departments for 3 reasons- 1. At proto level, (their only useful level), they only cost 1 pg less than proto plates, but 24 more cpu 2. Shield tankers (minmitar/caldari) have very low pg, but high cpu 3. Biotic modules which are supposed to be coupled with shields to create a hit and run style of suit cost the most pg of any module in the game, making them unfittable if the user also wants to stack shields In addition, Caldari and minmitar suits need an innate buff to shield recharge delay (not depleted) and recharge rate of about 15-25% ARMOR ALSO NEEDS A BUFF The penalties for movement speed for all plates are backwards in my opinion, and is part of the reason no one uses anything past ADV plates. A solution for this would be to make the penalty constant across all tiers, possibly a 3-4% penalty depending on common opinion. Also, ferroscales and reactive plates are a joke, and i dont even use armor. I think that ferroscales need a slight buff hp wise (5% ish), but should also have very low fitting costs. Reactive plates should have a lower penalty than other plates (1-2%), and have 1/2/3 hp/s respectively for each tier. Also, they are in need of a lower fitting cost by a lot like ferroscales. Also, armor repairers should be moved to high slots. I currently think it is unfair to armor tankers that shield tankers are able to use both high and low slots to tank their suit, while armor tankers must only use low slots. -proposed buff for armor repairers- move to a high slot, or instead just add a high module that bonuses armor regen -Armor repair, however, should not work while taking fire, in other words, add a 1 sec delay after taking fire to armor repair -OTHER MODULES- kincats should affect strafing speed, codebreakers need a lower cpu/pg cost VEHICLESI wont even start trying to balance vehicles, there have been far too many threads on this topic already DROPSUITSWhen 1.8 comes around, we really are going to see some great new things from all suits. The sentinel gets its huge damage reduction, scouts get more modules, moer equipment, and a cloak to boot. commandos are huge dps dealers, and logis will actually perform their roles, and have gotten huge buffs to equipment usage. Overall, though assault and logi stats arent out yet, they seem very balanced, but give m scouts more base speed, and logi/assaults more base HP EQUIPMENT AND GRENADESThe grenades are good, except for core locus and thukker. The core needs a slightly lower blast radius, and the thukker needs a small blast radius (packed at the most), but more damage (in the 400-500 range). did i forget anything? Swarm buff=hell no 250 base damage Done
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
358
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Posted - 2014.01.31 03:30:00 -
[19] - Quote
killer carrot top wrote:And we all know ccp won't take any player comments or idea into use, why is there even a forum when ccp has made it quite clear that they only care about the money?
dont look down on CCP so negatively. Compared to other video game companies in the world they spit out content at super speed. Sure they may need some work in some areas, but they try hard to please this unpleasable player base. It isnt fair to them that they would work this hard on a game that is free to play to try to satisfy the customers rather than making it pay to win that you say that CCP is a money whoring demon organization, as they do really want to help. It isn't fair to them at all. While they are still relatively young into the whole online shooter field, they have made their best attempt, and in my opinion, Dust 514 is one of the best shooters of its time, if only a little bit rough around the edges.
Kills- Archduke Ferdinand
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
358
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Posted - 2014.01.31 03:32:00 -
[20] - Quote
NK Scout wrote: Swarm buff=hell no 250 base damage Done
why is that? I think that if they were relatively close range weapons (same range as a blaster turret) it would help even out the number of dominating tanks on the field, as they would have something to fear. But i dont really want to get into a vehicles argument here
Kills- Archduke Ferdinand
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Garrett Blacknova
Codex Troopers
4389
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Posted - 2014.01.31 03:32:00 -
[21] - Quote
Gavr1lo Pr1nc1p wrote:-the general TTK for all weapons needs a decrease right now, as it is currently too low If something is too low, it needs increasing, not decreasing. If something needs decreasing, it's too high, not too low.
Please clarify. I HOPE you're trying to say that TTK should be increased. We need longer TTK. |
NK Scout
Storm Wind Strikeforce Caldari State
169
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Posted - 2014.01.31 03:32:00 -
[22] - Quote
Nocturnal Soul wrote:I'm going to have to disagree with the 3-4% movement penalty across all tiers my advance Amarr suit is only filled with advance mod/weapons that 4% penalty I get from stacking two armor plates is high enough and is the #1 reason I hate using my proto suit ( which is filled with mostly proto ) that 11% to speed penalty is just horrendous on an already slow suit. Thats your trade off Just buff pro plates by 15
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
358
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Posted - 2014.01.31 03:33:00 -
[23] - Quote
Garrett Blacknova wrote:Gavr1lo Pr1nc1p wrote:-the general TTK for all weapons needs a decrease right now, as it is currently too low If something is too low, it needs increasing, not decreasing. If something needs decreasing, it's too high, not too low. Please clarify. I HOPE you're trying to say that TTK should be increased. We need longer TTK. Yes you are correct, thank you for catching my mistake. Ill correct it
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Gavr1lo Pr1nc1p
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358
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Posted - 2014.01.31 03:36:00 -
[24] - Quote
NK Scout wrote:Nocturnal Soul wrote:I'm going to have to disagree with the 3-4% movement penalty across all tiers my advance Amarr suit is only filled with advance mod/weapons that 4% penalty I get from stacking two armor plates is high enough and is the #1 reason I hate using my proto suit ( which is filled with mostly proto ) that 11% to speed penalty is just horrendous on an already slow suit. Thats your trade off Just buff pro plates by 15
Where do you stand on my proposed changes to shield and armor?
Kills- Archduke Ferdinand
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NK Scout
Storm Wind Strikeforce Caldari State
170
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Posted - 2014.01.31 03:39:00 -
[25] - Quote
Gavr1lo Pr1nc1p wrote:NK Scout wrote:Nocturnal Soul wrote:I'm going to have to disagree with the 3-4% movement penalty across all tiers my advance Amarr suit is only filled with advance mod/weapons that 4% penalty I get from stacking two armor plates is high enough and is the #1 reason I hate using my proto suit ( which is filled with mostly proto ) that 11% to speed penalty is just horrendous on an already slow suit. Thats your trade off Just buff pro plates by 15 Where do you stand on my proposed changes to shield and armor? Good But.... Buff base armor rep rate to 6 hp/s Armor pump like eve, yes Shields need less pg cost And I'll check again
Pro armor plates need hp buff by 15 And I agree about shields Cal assault 4 sec delay 35 or 45, base recharge rate
Regulators Std, 20% Adv, 30% Pro, 40% or 45%
Also less cpu cost of rechargers and energisers SLIGHT reduction to cpu costof extender and regulators 50 pro, 28 pro for regulater
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter mlt frame,
Templar set
Caldari Master Race
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killer carrot top
Eternal Beings Proficiency V.
17
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Posted - 2014.01.31 03:44:00 -
[26] - Quote
I had faith in ccp but with the ever growing list of bugs and crap since beta that they have not tried to fix. I'm sorry but ccp has no respect from me and even tho its a free two play they still make thousands of buck from players buying aurum and crap for what? New things to be brought in with there new bugs and glitches that won't be fixed? Ccp fell a long way. And I don't see them coming back. I dont mind a challenge in a game but this is pathetic they need to re think how the approach there games cuz quite frankly dust is going to fail before ita contract. But I see where you come from and i acknowledged that but my opinion still stands |
Kira Takizawa
2Shitz 1Giggle
130
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Posted - 2014.01.31 03:57:00 -
[27] - Quote
Mobius Kaethis wrote:The AR needs either a RoF boost or a damage boost to give it the highest DPS since it has the lowest range.
The RR is a long range weapon. If you decrease its accuracy you will make it useless at its intended role and make it more useful in close combat. What it needs is a reduce RoF (I'm thinking 350) combined with an increase to damage. This will give it a higher alpha damage than any other rifle (needed for a successful ranged weapon) but also make it much less practical to use in CQC. The damage boost needs to be done in such a way to keep it from having a high DPS though since it should have the lowest DPS of the rifles to balance out its high alpha damage and range superiority.
Edit: If you want to make the Mass Driver an area denial weapon you need to decrease the damage and increase the blast radius. Think about the assault mass driver in chromosome. It had low damage but its massive blast radius and its high RoF meant that when you started getting hit by one you backed off. And area denial weapon shouldn't be a killer but it should make you feel threatened enough to be, go figure, denied use of the area.
No... |
KING CHECKMATE
A.N.O.N.Y.M.O.U.S.
4211
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Posted - 2014.01.31 04:02:00 -
[28] - Quote
I liked MOST of your ideas. Even the SCR rifle ones are good. And im a Biased SoB when it comes to my Rifle.
BUT, remember. REMOVAL of AA would AUTOMATICALLY buff UP weapons and NERF currently OP ones.
AceOfJokers666 [ + ] AimBot / VALOR / MAG
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Gavr1lo Pr1nc1p
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Posted - 2014.01.31 04:05:00 -
[29] - Quote
KING CHECKMATE wrote:I liked MOST of your ideas. Even the SCR rifle ones are good. And im a Biased SoB when it comes to my Rifle.
BUT, remember. REMOVAL of AA would AUTOMATICALLY buff UP weapons and NERF currently OP ones.
True, i just want AA to be reduced a bit. Not complete removal, just reduction from its current state at least a bit.
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Gavr1lo Pr1nc1p
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Posted - 2014.01.31 04:27:00 -
[30] - Quote
killer carrot top wrote:I had faith in ccp but with the ever growing list of bugs and crap since beta that they have not tried to fix. I'm sorry but ccp has no respect from me and even tho its a free two play they still make thousands of buck from players buying aurum and crap for what? New things to be brought in with there new bugs and glitches that won't be fixed? Ccp fell a long way. And I don't see them coming back. I dont mind a challenge in a game but this is pathetic they need to re think how the approach there games cuz quite frankly dust is going to fail before ita contract. But I see where you come from and i acknowledged that but my opinion still stands
Im glad you at least acknowelege my opinion, but give them a chance with 1.8, and see how it is then...they are very hard working people, despite what many people say about them.
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Gavr1lo Pr1nc1p
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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
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Gavr1lo Pr1nc1p
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Posted - 2014.02.03 21:18:00 -
[32] - Quote
updated the OP
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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
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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?
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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
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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
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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"
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Gavr1lo Pr1nc1p
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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
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Gavr1lo Pr1nc1p
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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
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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
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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.
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Gavr1lo Pr1nc1p
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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
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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
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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
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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
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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.
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Gavr1lo Pr1nc1p
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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
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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
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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
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Gavr1lo Pr1nc1p
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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
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Gavr1lo Pr1nc1p
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Posted - 2014.02.12 23:14:00 -
[52] - Quote
bump for recognition
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Gavr1lo Pr1nc1p
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Posted - 2014.02.13 01:43:00 -
[53] - Quote
added more future shotgun ideas in the weapons post
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Gavr1lo Pr1nc1p
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Posted - 2014.02.13 22:22:00 -
[54] - Quote
new page is here with better formatting
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