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Thread Statistics | Show CCP posts - 11 post(s) |
Monkey MAC
Lost Millennium
1875
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Posted - 2014.02.08 10:32:00 -
[1] - Quote
CCP Saberwing wrote:KAGEHOSHI Horned Wolf wrote:CCP Saberwing, any news on when we will see the assault and logi bonuses and stats like we saw for the other dropsuit specializations? We need to be able to give feedback on those like we got to do for everything else; its been so long since the other suits' info got released, like close to a month, why the gap? OKAY OKAY! Since you asked so nicely...this is what we're thinking. 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 copy + paste this in to the Feedback thread too.
Ok, the Assault Bonuses are much better, while I don't necessarily agree with tailoring them to the races weapons (yet), they are pretty good, however the caldari do seem a little gimped. The 2 big ones will be gallante and amarr, unless you plan to replace the operation skill and REMOVE the sharpshooter, its gonna end up wherevthe AR can do long range again.
As for amarr I have made it perfectly I do not agree with the bonus before, however if ScR users insist upon something like this, make a bonus to cooldown as opposed build-up, reducing build-up means they can f7re for lkng periods of time. Something the ScR is not meant to allow.
As for logistics I still don't agree with them and have provided alternative solutions.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1875
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Posted - 2014.02.08 10:39:00 -
[2] - Quote
Mad Syringe wrote:Cat Merc wrote:It's not the native user, it was just addopted Well, however you look at it, the MD is the perfect weapon for the guys in the second row! So making it a spam weapon for Assault scrubs will get it nerfed to oblivion again! The MD needs careful adjustments, to get it on par with the rifles, but not OP! I posted a possible modification (no short term solution) in this thread: A Mass Driver secondary effect.which would help the MD to become a versatile tool for the support logis...
The MD isn't just a Support logi weapon, its designated as short range breaching and area denial. Its designed to suppress the enemy, cause discord among the troops and ultimately lay down intense firepower, giving the MD more rounds a clip will allow the MD to keep up its barrage for longer, making it king of tight spaces, like it should be.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1875
|
Posted - 2014.02.08 10:51:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:Beren Hurin wrote:Curious if that clip size applies to the swarm launcher? Said specifically Minmatar explosives, so no. Swarms are Caldari.
But if a minmatar AV weapon is ever released you can bet you bottom dollar that'll be effected.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1876
|
Posted - 2014.02.08 17:10:00 -
[4] - Quote
Kaughst wrote:Monkey MAC wrote:Mad Syringe wrote:Cat Merc wrote:It's not the native user, it was just addopted Well, however you look at it, the MD is the perfect weapon for the guys in the second row! So making it a spam weapon for Assault scrubs will get it nerfed to oblivion again! The MD needs careful adjustments, to get it on par with the rifles, but not OP! I posted a possible modification (no short term solution) in this thread: A Mass Driver secondary effect.which would help the MD to become a versatile tool for the support logis... The MD isn't just a Support logi weapon, its designated as short range breaching and area denial. Its designed to suppress the enemy, cause discord among the troops and ultimately lay down intense firepower, giving the MD more rounds a clip will allow the MD to keep up its barrage for longer, making it king of tight spaces, like it should be. He only obviously wants the MD to be effective for his class, the logi. The MD still needs to have a general increase per clip and ammo capacity, it is a better alternative to messing with splash damage or splash radius which are notoriously hated about this weapon rather than how many shells it can fire out. I believe in 1.8 they said weapons will do damage mostly to what it inherently is good at hurting I.E explosives doing less damage to shields as it should be. This becomes a obvious problem for the MD in 1.8, overcoming that is to increase the clip size and the ammo size rather than the damage. I saw that a increased clip size works well instead of damage first hand back in the closed beta when it was increased from 4 to 6, giving that available to all classes allows some flexibility with it. I understand putting that damage increase on the Minmatar commando because of how specialized the suit is but the Minmatar assault does not need to back into solely running the weapon to have that effectiveness with it, I would rather see a ROF or Radius increase relegated to the Minmatar Assault or something else.
Well you see I disagree, I just think instead of it being to minmatar only weaponry it should be to ALL weaponry as should everyone else's bonuses. The MD needs a slight damage buff to be competitve, adding more rounds per mag doesn't decrease it's time to kill, which is why it works so well as bonus.
The MD has always had the explosive damage profile, what will happen is that it's proficiency skill will only give 3% per level against armour not 3% for everything. Which isn't really a nerf to the MD because it was **** poor against shields even with the damage boost. The MD won't be any less effective on any other suit. BUT using the MD on a minnie suit will make certain roles the MD should be capable of much more viable.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Monkey MAC
Lost Millennium
1876
|
Posted - 2014.02.08 17:15:00 -
[5] - Quote
Vin Mora wrote:CCP Saberwing wrote:KAGEHOSHI Horned Wolf wrote:CCP Saberwing, any news on when we will see the assault and logi bonuses and stats like we saw for the other dropsuit specializations? We need to be able to give feedback on those like we got to do for everything else; its been so long since the other suits' info got released, like close to a month, why the gap? OKAY OKAY! Since you asked so nicely...this is what we're thinking. 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 copy + paste this in to the Feedback thread too. The only issue that I wonder about is if the Minmatar bonus stacks with itself on Mass Drivers and Flaylocks, for the Mass Driver that is the difference between 11 shots in the clip or 12.5-13.75 (depends on rounding and order of operations). I'm going to miss the flat boost to sidearm clip size, it made for some fun dual sidearm suits :)
There is no skill that increases MD clip size in its skill tree, it would be 11, however the Flaylock, I haven't specced that so I wouldn't know. If it's like the Scrambler Pistol you could be looking and over 10 shots in that as well.
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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