Pages: 1 2 3 [4] 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Kaughst
Nyain San Renegade Alliance
180
|
Posted - 2014.02.08 13:17:00 -
[91] - Quote
Joseph Ridgeson wrote:CCP Saberwing wrote: 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.
Thanks for the information Saberwing. This is the kind of thing DUST seriously needs more of; just flat out "this is our current idea on X thing." A little too often it seems as if the DUST community is left in the dark on important changes that seriously affect them. It seems that by doing so you have kinda derailed the "Welcome back, Kotter" bit of this thread though, to which I am not going to help get back on track (but seriously, glad to have you back!) I understand not wanting to have any bit of buff that is going to reduce TTK any farther. I assume this is why the Rate of Fire proposal thing is going away. Time to Kill IS incredibly short in this game; my advanced Rail Rifle kills people almost as fast as my basic 80 gj Blaster so not including more ROF is probably a decent idea. However I, like many of my fellow Immortals, do have some criticisms about these bonuses. First, the blanket Assault bit. It is a fairly minor change in PG/CPU. For the Caldari using both a Prototype Rail Rifle and Prototype Magsec SMG, it amounts to 21/15.5 CPU reduction and 4.25/2 PG reduction totaling 36.5 CPU and 6.25 PG. It doesn't seem to add that much overall other than being able to possibly use higher level modules. I am unsure how much this will help but it is just a blanket bonus so it doesn't need to be overly great. Of course, for weapons that are already easy to fit like if the person isn't running prototype, it is kinda worthless. Now for the racial variants. First things first: I am glad that the bonuses are not overly large. Not using a Rail Rifle as a Caldari assault should be 95% effective rather than 100%. A bonus that is too important that effectively says "makes the weapon finally viable" is kinda lame as it means ONLY X race could ever use Y weapon. A Caldari with a Rail Rifle should be better than a Gallente period (death to to the Federation) but should only be just a little better with a Rail Rifle than the Gallente assault. Caldari bonus: This seems rather lacking and is more definitely boring. Reload speed is almost impossible to notice. The Rail Rifle has a 3.2 second reload speed. Reducing it by 25% makes it 2.4. A blink of the eye, apparently, takes between 300 to 400 milliseconds. So blink twice. That is the reduced time for the Rail Rifle. It also does nothing in the moment of a fight unlike all the other bonuses. Gallente bonus: It should give a bonus for killing unarmed civilians on Caldari Prime and make it easier by which to have carnal relations with their sisters. Speaking seriously, it will go a decent way in making the Assault Rifle (please consider changing the name...) better at close combat and at greater distances. I am actually wondering if it could be a detriment though for those that use Aim Assist. The biggest problem I see is that it only helps two weapons; the Assault Rifle (please change the name) and the Shotgun. Assaults rarely use the Shotgun so it seems to only be for the AR. It actively helps in a fight though. Minmatar bonus: Having tried the Combat Rifle, ammo is definitely a problem. Having watched videos of the ACR burning through a clip in the time it takes for a good belch to finish, this is useful. This gives the weapons more staying power. One extra explosive round per level might, maybe, possibly, be a bit much. 8 Flaylock rounds and 10+ rounds for the Mass Driver is going to lead to a lot of "spam thy explosives." Will be interesting to see. Anyway, the bonus helps the Minmatar in a fight. Amarr bonus: The bonus that the Amarr were all choked up about losing. It is a decent bonus and is easy to see how it helps. Being able to see how much the bonus helps is a quite attractive; having a smaller scan radius is hard to visualize/notice but seeing your run speed increase is nice, makes the SP invested seem powerful. Again, helps in a fight. What I don't understand is that Commandos seems to now be the damage dealers. What is the role the Assault class is meant to fill? Sentinel: Tank Logistics: Support Scout: Umm, Scouting/being sneaky. Commando: Heavy damage dealing, strong defenses. Assault: What is the design intent?
I think I should stop commenting on the MD...but I will make one last argument. Would you rather they buff the splash damage/radius or increase the clip size. A weapon that takes less time to kill you in a few splashes or trying to a avoid a weapon that needs several more splashes of damage than it would normally take.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
|
Texs Red
DUST University Ivy League
165
|
Posted - 2014.02.08 13:33:00 -
[92] - Quote
Ryme Intrinseca wrote: NO NO NO!
Why does Minmitar gear always get the short straw?! Specifically, the 'bonus' to Minmatar logistics is useless to the vast majority of min logistics players. I specced into the suit because I wanted a fast logi that could set up uplinks, scan the objective, and get a quick hack in. The previous bonus (hack speed) specifically catered to that playstyle. And now you're giving a bonus that is for the exact opposite playstyle - someone who's walking along with his rep tool locked on a heavy. I have NO interest in rep tools and had no reason to expect the most lightly armoured, fastest logi with a hacking bonus to suddenly become the designated chubby chaser.
You better be planning a skill refund or you will lose a LOT of players with these ridiculously specific, and previously unadvertised, bonuses.
Personally I think the rep tool bonus should go to the Gallente or even the Amarr, not the Minmatar. If you look at the combat styles it just doesn't make sense for the Minmatar to have the rep tool bonus. Amarr: Most armor of anybody Gallente: Less armor than Amarr but focus on *armor regeneration* Minmatar: Can do either armor or shields and focuses on *shield regeneration* Caldari: Most shields of anybody
So if anybody should have a shield repairer or whatever equipment then it should be the Minmatar and the Gallente get the repair tool.
Personally I also find the logistics bonuses very flat with no room to expand for future content. What happens when I want to play a Gallente logi, the *only* thing I am good at is scanning and, while useful, basically limits me to a single function, scan guy. Can I still carry nanohives? Yes but they will probably only give you two mags and a grenade. Can I still carry uplinks? Yes but it will take like 15 secs to spawn in (which by the way I don't see as stopping uplink spam). Can I carry a repair tool? Yes but I will be pretty much having to hump you to make the most of it.
Basically if you are going to make the logistics class focus specifically on racial equipment then we need more racial equipment. I want to fill my equipment slots things I can say "Yes, I am the best at these things" not dumping things on the ground like a diseased dog whose stool is more liquid than solid. |
Joseph Ridgeson
WarRavens League of Infamy
462
|
Posted - 2014.02.08 13:35:00 -
[93] - Quote
Kaughst wrote:Joseph Ridgeson wrote: -snip for shorter post-
I think I should stop commenting on the MD...but I will make one last argument. Would you rather they buff the splash damage/radius or increase the clip size. A weapon that takes less time to kill you in a few splashes or trying to a avoid a weapon that needs several more splashes of damage than it would normally take.
Obviously more shots as TTK is supposed to be lessened. I just envision two Minmatar Assaults blanketing an entire area with near continuous explosions with a nanohive or two. However, I wasn't taking a hard line stance on any of the bonuses other than the Caldari and that was mostly because of the imperceptibility of the reload difference and for the fact that it does nothing to help you when you are fighting someone. I have only used the Mass Driver once and that was back in beta. I just didn't like the weapon, way to specific of a scenario where it was effective; IE, being above someone or them against a wall so the splash is easier.
I just really don't like the Caldari one and I am really curious what the Dev Team would say is the role of the Assault compared to the other suits. I don't mean this as an insult or a "buff assaults!!!", I am just curious what their design decision for the suit is. |
makii makii
Nyain San Renegade Alliance
10
|
Posted - 2014.02.08 13:36:00 -
[94] - Quote
oh boy yessss reload speeeed aweeesome....makes a huge difference in balancing....not. useless skill ever imo..i barely even use a railrifle... |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
187
|
Posted - 2014.02.08 13:38:00 -
[95] - Quote
makii makii wrote:oh boy yessss reload speeeed aweeesome....makes a huge difference in balancing....not. useless skill ever imo..i barely even use a railrifle... As an AR user I'd love to have quicker reload. My alt uses a CR and reloading that one is simply beautiful.
It's a real advantage in CQC. But yeah, pointless at range, where you can pop into cover. |
Jenova Rhapsodos
Fatal Absolution
203
|
Posted - 2014.02.08 13:38:00 -
[96] - Quote
makii makii wrote:oh boy yessss reload speeeed aweeesome....makes a huge difference in balancing....not. useless skill ever imo..i barely even use a railrifle...
Nyain San and you don't use a Rail Rifle |
makii makii
Nyain San Renegade Alliance
10
|
Posted - 2014.02.08 13:44:00 -
[97] - Quote
Jenova Rhapsodos wrote:makii makii wrote:oh boy yessss reload speeeed aweeesome....makes a huge difference in balancing....not. useless skill ever imo..i barely even use a railrifle... Nyain San and you don't use a Rail Rifle
Fatal absolution not bashing on a nyain san post? never |
Jenova Rhapsodos
Fatal Absolution
205
|
Posted - 2014.02.08 13:44:00 -
[98] - Quote
makii makii wrote:Jenova Rhapsodos wrote:makii makii wrote:oh boy yessss reload speeeed aweeesome....makes a huge difference in balancing....not. useless skill ever imo..i barely even use a railrifle... Nyain San and you don't use a Rail Rifle Fatal absolution not bashing on a nyain san post? never
Well played. |
makii makii
Nyain San Renegade Alliance
10
|
Posted - 2014.02.08 13:48:00 -
[99] - Quote
Jenova Rhapsodos wrote:makii makii wrote:Jenova Rhapsodos wrote:makii makii wrote:oh boy yessss reload speeeed aweeesome....makes a huge difference in balancing....not. useless skill ever imo..i barely even use a railrifle... Nyain San and you don't use a Rail Rifle Fatal absolution not bashing on a nyain san post? never Well played.
don't have anything against you guys nor do i even know any of you besides the fact our corp are enemies. appreciate the well played though. made me smile
|
MEDICO RITARDATO
Maphia Clan Corporation
5
|
Posted - 2014.02.08 13:53:00 -
[100] - Quote
Prepare your anus for logi gk.0 with 4 scanners |
|
Jenova Rhapsodos
Fatal Absolution
205
|
Posted - 2014.02.08 14:06:00 -
[101] - Quote
How about rather than "+1 to Minmatar explosive weaponry clip size per level", you could increase the ammo in the reserve for Minmatar explosive weapons.
I think with Boundless Assault Mass Drivers having 13 in the clip or a Core Flaylock with 8, it could just cause Dust to enter a new realm of explosive spam, which would be pretty tedious. Increasing the ammo count in reserve would also prevent the reliance of Mass Drivers on Nanohives.
I've never really used MDs or Flaylocks, it's just a suggestion .
Edit - Just realised Mad Syringe pretty much suggested this already. |
Appia Vibbia
Ancient Exiles. Renegade Alliance
1077
|
Posted - 2014.02.08 14:27:00 -
[102] - 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. Dear GODS. Please no. We do not need more of this. The AR with Sharpshooter 5 is already more accurate than the laser rifle and that thing is a laser pointer... Why would you think this is a good idea? Unless the SMG, Combat Rifle, and Assault Rifle are losing the Sharpshooter skill and they are going to the have dispersion of the shotgun this is a terrible idea
Appia Vibbia for CPM1
[email protected] (checked every Monday morning)
|
Darken-Soul
BIG BAD W0LVES
485
|
Posted - 2014.02.08 14:35:00 -
[103] - Quote
Son-Of A-Gun 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. Well I'll tell ya, I like this better than the RoF idea; that was going to make for some crazy imbalances in the game. But with these changes I kind of feel like each race is being pigeonholed into using their races weaponry. It doesn't make for good customization. What if I like Gal suits but Cal weaponry. Then I'm just getting screwed. 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. Is it true that the cloak will not apply to the PG/CPU bonus? What do you guys have against making the logistics class also potentially simi-viable cloak users? It makes no since the bonus should also affect the cloak.
more so on the commando.
Who wants some?
|
Kaughst
Nyain San Renegade Alliance
182
|
Posted - 2014.02.08 14:38:00 -
[104] - Quote
Joseph Ridgeson wrote:Kaughst wrote:Joseph Ridgeson wrote: -snip for shorter post-
I think I should stop commenting on the MD...but I will make one last argument. Would you rather they buff the splash damage/radius or increase the clip size. A weapon that takes less time to kill you in a few splashes or trying to a avoid a weapon that needs several more splashes of damage than it would normally take. Obviously more shots as TTK is supposed to be lessened. I just envision two Minmatar Assaults blanketing an entire area with near continuous explosions with a nanohive or two. However, I wasn't taking a hard line stance on any of the bonuses other than the Caldari and that was mostly because of the imperceptibility of the reload difference and for the fact that it does nothing to help you when you are fighting someone. I have only used the Mass Driver once and that was back in beta. I just didn't like the weapon, way to specific of a scenario where it was effective; IE, being above someone or them against a wall so the splash is easier. I just really don't like the Caldari one and I am really curious what the Dev Team would say is the role of the Assault compared to the other suits. I don't mean this as an insult or a "buff assaults!!!", I am just curious what their design decision for the suit is.
The problem is making some weapons only viable to certain racial assault suits and making other suits have pointless skills like reload time. The Heavies, sentinel and commando there is consistency in their racial bonuses because they have specialty but the assault class is needs to be versatile and restricting any of them to having one racial weapon be viable for that racial suit hurts that sense. I would rather have the racial bonuses tied to their armor and shields and give the assault class bonus something more interesting...just not a pgu/cpu reduction...if anything give it a sidearm reduction as well.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
|
BlazeXYZ
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
|
Posted - 2014.02.08 14:50:00 -
[105] - Quote
This basically means a full on respec to come on 1.8. Yes so excited
Blaze through the conflict and win.
|
Darken-Soul
BIG BAD W0LVES
485
|
Posted - 2014.02.08 14:55:00 -
[106] - Quote
Kaughst wrote:Joseph Ridgeson wrote:Kaughst wrote:Joseph Ridgeson wrote: -snip for shorter post-
I think I should stop commenting on the MD...but I will make one last argument. Would you rather they buff the splash damage/radius or increase the clip size. A weapon that takes less time to kill you in a few splashes or trying to a avoid a weapon that needs several more splashes of damage than it would normally take. Obviously more shots as TTK is supposed to be lessened. I just envision two Minmatar Assaults blanketing an entire area with near continuous explosions with a nanohive or two. However, I wasn't taking a hard line stance on any of the bonuses other than the Caldari and that was mostly because of the imperceptibility of the reload difference and for the fact that it does nothing to help you when you are fighting someone. I have only used the Mass Driver once and that was back in beta. I just didn't like the weapon, way to specific of a scenario where it was effective; IE, being above someone or them against a wall so the splash is easier. I just really don't like the Caldari one and I am really curious what the Dev Team would say is the role of the Assault compared to the other suits. I don't mean this as an insult or a "buff assaults!!!", I am just curious what their design decision for the suit is. The problem is making some weapons only viable to certain racial assault suits and making other suits have pointless skills like reload time. The Heavies, sentinel and commando there is consistency in their racial bonuses because they have specialty but the assault class is needs to be versatile and restricting any of them to having one racial weapon be viable for that racial suit hurts that sense. I would rather have the racial bonuses tied to their armor and shields and give the assault class bonus something more interesting...just not a pgu/cpu reduction...(edit: oops)...yea something else.
They could just give them more cpu/pg and use the bonus for something else. I feel cheated
Who wants some?
|
Atheor Sindromer
Ahrendee Mercenaries EoN.
51
|
Posted - 2014.02.08 15:06:00 -
[107] - Quote
Excuse me, but...
Quote:- Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level.
+5 to projectile light/sidearm WHAT???
Love the sinner, hate the Sindromer.
|
Garrett Blacknova
Codex Troopers
4430
|
Posted - 2014.02.08 15:09:00 -
[108] - Quote
Atheor Sindromer wrote:Excuse me, but... Quote:- Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. +5 to projectile light/sidearm WHAT??? The way I read it is that the regular projectile weapons (hitscan) are getting 5% clip size increase per level, and Minmatar explosive weapons are getting +1 per level (which will be much more significant for those weapons). |
Joseph Ridgeson
WarRavens League of Infamy
462
|
Posted - 2014.02.08 15:13:00 -
[109] - Quote
Kaughst wrote:Joseph Ridgeson wrote:Kaughst wrote:Joseph Ridgeson wrote: -snip for shorter post-
I think I should stop commenting on the MD...but I will make one last argument. Would you rather they buff the splash damage/radius or increase the clip size. A weapon that takes less time to kill you in a few splashes or trying to a avoid a weapon that needs several more splashes of damage than it would normally take. Obviously more shots as TTK is supposed to be lessened. I just envision two Minmatar Assaults blanketing an entire area with near continuous explosions with a nanohive or two. However, I wasn't taking a hard line stance on any of the bonuses other than the Caldari and that was mostly because of the imperceptibility of the reload difference and for the fact that it does nothing to help you when you are fighting someone. I have only used the Mass Driver once and that was back in beta. I just didn't like the weapon, way to specific of a scenario where it was effective; IE, being above someone or them against a wall so the splash is easier. I just really don't like the Caldari one and I am really curious what the Dev Team would say is the role of the Assault compared to the other suits. I don't mean this as an insult or a "buff assaults!!!", I am just curious what their design decision for the suit is. The problem is making some weapons only viable to certain racial assault suits and making other suits have pointless skills like reload time. The Heavies, sentinel and commando there is consistency in their racial bonuses because they have specialty but the assault class is needs to be versatile and restricting any of them to having one racial weapon be viable for that racial suit hurts that sense. I would rather have the racial bonuses tied to their armor and shields and give the assault class bonus something more interesting...just not a pgu/cpu reduction...(edit: oops)...yea something else.
As I stated, I think the weapon bonuses are negligible enough not to make a drastic difference. I was happy to see that the weapon bonuses were fairly small and while I do not agree with all of them (Caldari most notable), I think it is a good idea that the bonuses be actual bonuses rather than making up for nerfs.
Allow me to explain. Imagine if after CCP does the balance changes they want to the various rifles, they decide to reduce the rate of fire on the Rail Rifle by 20%. They then make the Caldari Assault bonus increase the rate of fire by 5% each level so that at level 5 it is the same as it was when it was 'balanced.' THAT is something we want to avoid. We don't want to make Minmatar completely unable to use Rail Rifles. I think the bonuses at the moment are in that zone. They are helpful in the lines of being slightly better without just saying "if you are Caldari Assault and don't use a Rail Rifle you are terrible." I just don't want reload speed as it does virtually nothing to help me when I am in a fight with another guy. If I am reloading, I can just weapon switch...
|
Ryme Intrinseca
607
|
Posted - 2014.02.08 15:27:00 -
[110] - Quote
BlazeXYZ wrote:This basically means a full on respec to come on 1.8. Yes so excited You're forgetting CCP's track record of disastrous decision-making |
|
Vin Mora
Sanguis Defense Syndicate
277
|
Posted - 2014.02.08 15:40:00 -
[111] - 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. 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 :)
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
|
Atheor Sindromer
Ahrendee Mercenaries EoN.
52
|
Posted - 2014.02.08 15:42:00 -
[112] - Quote
Garrett Blacknova wrote:Atheor Sindromer wrote:Excuse me, but... Quote:- Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. +5 to projectile light/sidearm WHAT??? The way I read it is that the regular projectile weapons (hitscan) are getting 5% clip size increase per level, and Minmatar explosive weapons are getting +1 per level (which will be much more significant for those weapons).
Holy ****? 95 bullets in my ACR clip? YES PLEASE!
Love the sinner, hate the Sindromer.
|
Vin Mora
Sanguis Defense Syndicate
277
|
Posted - 2014.02.08 15:43:00 -
[113] - Quote
Atheor Sindromer wrote:Excuse me, but... Quote:- Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. +5 to projectile light/sidearm WHAT??? Clip size most likely.
Probably better for them to spell it out all of the way :)
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
|
Vin Mora
Sanguis Defense Syndicate
277
|
Posted - 2014.02.08 15:44:00 -
[114] - Quote
Atheor Sindromer wrote:Garrett Blacknova wrote:Atheor Sindromer wrote:Excuse me, but... Quote:- Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level. +5 to projectile light/sidearm WHAT??? The way I read it is that the regular projectile weapons (hitscan) are getting 5% clip size increase per level, and Minmatar explosive weapons are getting +1 per level (which will be much more significant for those weapons). Holy ****? 95 bullets in my ACR clip? YES PLEASE! How are you getting 95? I'm getting 85.
Sanguis Defense Syndicate: Recruitment now open for players of all skill levels
|
Mordecai Sanguine
What The French
421
|
Posted - 2014.02.08 16:43:00 -
[115] - Quote
Please people don't forget these assault bonus are coming with a rework of weapons. You complain about reload bonus whil the mag could be so low that it need a reload every 20 bullet....you don't know. All the bonus seems really good and almost perfect : Thanks CCP.
Now the ultimate Dilemna : For my Amarr : Commando or Assault ?
Commando would give me the opportunity to have 2 Amarr light weapon at the Same time with lot of HP. But Assault would give me the opportunity to carry Amarr weapons easily, and i love Scrambler Pistols...
Naaaaaaaaah i don't KNOOOOOOOW :'( |
Ryme Intrinseca
613
|
Posted - 2014.02.08 16:57:00 -
[116] - Quote
Appia Vibbia 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. Dear GODS. Please no. We do not need more of this. The AR with Sharpshooter 5 is already more accurate than the laser rifle and that thing is a laser pointer... Why would you think this is a good idea? Unless the SMG, Combat Rifle, and Assault Rifle are losing the Sharpshooter skill and they are going to the have dispersion of the shotgun this is a terrible idea Right, cos ARs are dominating the field right now, aren't they? It's the one 'assault-style rifle' that probably shouldn't be nerfed. |
Monkey MAC
Lost Millennium
1876
|
Posted - 2014.02.08 17:10:00 -
[117] - 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
|
Joel II X
Dah Gods O Bacon
896
|
Posted - 2014.02.08 17:11:00 -
[118] - Quote
The Gallente assault is a bit too restrictive, in my opinion. Hybrid Blaster? The only one that exists is the AR. Maybe the Ion Pistol if they're released at the same time.
What about increased RoF and decrease inkick on ads on all Plasma weapons?
Caldari reload bonus should also get less kick while in ads.
Combat Rifle should get a RoF nerf (small nerf) and have the effective shield and armor damage looked at. |
Monkey MAC
Lost Millennium
1876
|
Posted - 2014.02.08 17:15:00 -
[119] - 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
|
Ion Crush
Altyr Initiative
153
|
Posted - 2014.02.08 17:28:00 -
[120] - Quote
Jaysyn Larrisen 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. Really appreciate the info on the assault and logi suits... Quick feedback - the Caldari bonus is poor at best. The other racial bonuses fit nicely with their racial weapons and contribute directly to effectiveness on the battlefield. I strongly recommend a 7% reduction in spool time for rail weapons per level. Edit: I bumped up the recommended rail tech spool reduction to 7% after doing some quick math and seeing how little 5% helped out.
There isn't really spool time to begin with, as it is now. |
|
|
|
|
Pages: 1 2 3 [4] 5 6 7 :: one page |
First page | Previous page | Next page | Last page |