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Thread Statistics | Show CCP posts - 11 post(s) |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1396
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Posted - 2014.02.07 08:27:00 -
[1] - Quote
So how's that whole 1.8 thing coming along? Let's kick the year of the horse to a full gallop before fanfest.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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CCP Saberwing
C C P C C P Alliance
1349
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Posted - 2014.02.07 08:49:00 -
[2] - Quote
Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes".
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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MINA Longstrike
2Shitz 1Giggle
243
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Posted - 2014.02.07 08:53:00 -
[3] - Quote
Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6510
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Posted - 2014.02.07 08:55:00 -
[4] - Quote
MINA Longstrike wrote:Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. So far we've dug up this which looks like potentially the Amarr light frame accompanied by two Caldari light frames, http://i900.photobucket.com/albums/ac201/fireofprometheus624/image_zps5f6f06a5.jpg
And Aero said unto his children, "LET THERE BE A REGISTRY"
CPM Info and Q&A -Status: Open
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CCP Saberwing
C C P C C P Alliance
1351
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Posted - 2014.02.07 09:00:00 -
[5] - Quote
Aero Yassavi wrote:MINA Longstrike wrote:Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. So far we've dug up this which looks like potentially the Amarr light frame accompanied by two Caldari light frames, http://i900.photobucket.com/albums/ac201/fireofprometheus624/image_zps5f6f06a5.jpg Was secretly hoping to be Rick Rolled...
There should be pix and more closer to patch release - probably in conjunction with the Dev Blogs on the new features.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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MINA Longstrike
2Shitz 1Giggle
243
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Posted - 2014.02.07 09:04:00 -
[6] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:MINA Longstrike wrote:Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. So far we've dug up this which looks like potentially the Amarr light frame accompanied by two Caldari light frames, http://i900.photobucket.com/albums/ac201/fireofprometheus624/image_zps5f6f06a5.jpg Was secretly hoping to be Rick Rolled... There should be pix and more closer to patch release - probably in conjunction with the Dev Blogs on the new features.
Not even just a glamour shot of the cal heavies face? I just want to stare and imagine where her eyes actually are. |
steadyhand amarr
TeamPlayers Negative-Feedback
2254
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Posted - 2014.02.07 10:29:00 -
[7] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:MINA Longstrike wrote:Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. So far we've dug up this which looks like potentially the Amarr light frame accompanied by two Caldari light frames, http://i900.photobucket.com/albums/ac201/fireofprometheus624/image_zps5f6f06a5.jpg Was secretly hoping to be Rick Rolled... There should be pix and more closer to patch release - probably in conjunction with the Dev Blogs on the new features.
..."new features??!?"... Does clokeing really need its own dev blog or is their more going on in 1.8
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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Michael Arck
Onuoto Uakan Huogaatsu
3091
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Posted - 2014.02.07 10:32:00 -
[8] - Quote
February is going to move so fast...
Hnolai ki tuul, ti sei oni a tiu.
For the State!!
[email protected]
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RKKR
The Southern Legion The Umbra Combine
730
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Posted - 2014.02.07 10:43:00 -
[9] - Quote
Since we're answering questions.
Can we get an answer if we're getting a respect or something like that or not?
It's pretty boring to play this game, knowing that it's going to change. So do we have to sit on our unspend SP or not? The only fun thing to do now is to test some stupid stuff out, which is possible if there is a respect, if there is none, well... let the shitstorm come now instead of before the patch. |
thomas mak
STRONG-ARMED BANDITS
31
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Posted - 2014.02.07 10:46:00 -
[10] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes". so what you call 'patch notes?' and wil missile get buff in 1.8 or refuce all sp?don't tell me not
Real tanker dies with their tanks!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6750
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Posted - 2014.02.07 10:54:00 -
[11] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes".
And "Us Humans" love you long time for it.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Jackof All-Trades
The Black Renaissance
439
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Posted - 2014.02.07 12:59:00 -
[12] - Quote
Haha, oh Saberwing. You may be the chillest of all the Dev's, but you're still part of CCP nice dodge on the matter of the Amarr and Caldari scout suit image.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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Aisha Ctarl
Fatal Absolution Public Disorder.
3198
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Posted - 2014.02.07 13:02:00 -
[13] - Quote
Saberwing can you please tell the art guys to put a battle skirt on the Amarr scout, I'd be eternally grateful.
:3
I'm a narcissist, LIKE MY POSTS =^,.,^=
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THEAMAZING POTHEAD
Nyain San Renegade Alliance
871
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Posted - 2014.02.07 13:11:00 -
[14] - Quote
GIVE US RESPEC AND GIVE US PICS OR WE WILL FIND YOU AND DEVOUR YOU AND ALL THE DEVS.
How to get likes: post QQ reply to every thread where a PC corps players post claiming they only win cus "FOTM"
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G Torq
ALTA B2O
397
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Posted - 2014.02.07 14:49:00 -
[15] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:MINA Longstrike wrote:Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. So far we've dug up this which looks like potentially the Amarr light frame accompanied by two Caldari light frames, http://i900.photobucket.com/albums/ac201/fireofprometheus624/image_zps5f6f06a5.jpg Was secretly hoping to be Rick Rolled... No, Rick Astley's BDay was yesterday (the 6th) - if you didn't get Rick Rolled yesterday, you're just not worthy of that action.
Team Fairy DUST
HTTP://Dust.Thang.DK/ - DUST514 Fitting Tool based on DUST SDE
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
433
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Posted - 2014.02.07 16:18:00 -
[16] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes".
So is the monthly release schedule officially dead then? Assuming a march 1st release (optimistic probably) it will have been 3 months since the last release. Personally I much prefer the monthly schedule even if some months it's only bug fixes and major content comes every other month.
Please fix the mic bubble bug...
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low genius
The Sound Of Freedom Renegade Alliance
1226
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Posted - 2014.02.07 16:31:00 -
[17] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes".
oof. if it's not good, and it takes 3 months... that's gonna be bad. |
DaNizzle4shizle
Zero-Day Attack Zero-Day
432
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Posted - 2014.02.07 16:56:00 -
[18] - Quote
CCP Saberwing wrote:Aero Yassavi wrote:MINA Longstrike wrote:Gib pretty pictures of nekkid suits plz. No really I want to see the amarr and caldari scouts in their practically non-existent armor.
Maybe a pic of the caldari heavy for those chubby chasers out there. So far we've dug up this which looks like potentially the Amarr light frame accompanied by two Caldari light frames, http://i900.photobucket.com/albums/ac201/fireofprometheus624/image_zps5f6f06a5.jpg Was secretly hoping to be Rick Rolled... There should be pix and more closer to patch release - probably in conjunction with the Dev Blogs on the new features.
here is one for you saber :) could be a rick roll.
Acting CEO of Zero-Day Attack. Forum warrior 0.4
Proud owner of PFC district. Contact me and we can set up a battle time
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CCP Saberwing
C C P C C P Alliance
1414
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Posted - 2014.02.08 02:25:00 -
[19] - Quote
RKKR wrote:Since we're answering questions.
Can we get an answer if we're getting a respect or something like that or not?
It's pretty boring to play this game, knowing that it's going to change. So do we have to sit on our unspend SP or not? The only fun thing to do now is to test some stupid stuff out, which is possible if there is a respect, if there is none, well... let the shitstorm come now instead of before the patch. A decision hasn't been made about respecs yet in all honesty - it's something that's being discussed quite a bit but will ultimately be a Design decision.
I saw that CCP Logibro hinted at Rail Rifles being nerfed a bit in 1.8 - this is true :) I've mentioned a few times that there will be TTK adjustments in 1.8 and we are looking at improving this overall by reducing the base damage and damage mods on some of the Rifles / SMGs. The difference isn't huge(!!!) - but it's there.
Laser Rifles will be getting some love too...I can hear the cheering in the distance :)
The main thrust of this patch is to get the Infantry to sit in a nicer place, and while I can't reveal the full details yet (as they haven't been totally confirmed yet) there will be information to come in the lead up to 1.8's Deployment. The monthly release cycle doesn't play very nice when it comes to Xmas/New Year/Chinese New Year - but when utilized, it definitely helped us improve key areas and fix issues quickly.
Now, here's your respect: http://www.youtube.com/watch?v=6FOUqQt3Kg0
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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CCP Saberwing
C C P C C P Alliance
1414
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Posted - 2014.02.08 02:26:00 -
[20] - Quote
These are not the droids I was looking for.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8946
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Posted - 2014.02.08 02:36:00 -
[21] - Quote
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?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Luna Angelo
We Who Walk Alone
700
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Posted - 2014.02.08 02:41:00 -
[22] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes". I'm not human, I'm an Immortal.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Necandi Brasil
DUST BRASIL S.A Covert Intervention
725
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Posted - 2014.02.08 02:41:00 -
[23] - Quote
Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year!
Tanks 514! Cheap, fast, Indestructible and you see tankers telling it's balanced...
Just makes you want to quit this BS
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CCP Frame
C C P C C P Alliance
2209
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Posted - 2014.02.08 02:43:00 -
[24] - Quote
I asked for a restecp, not respect!
CCP Frame
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CCP Saberwing
C C P C C P Alliance
1419
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Posted - 2014.02.08 02:45:00 -
[25] - Quote
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.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Darken-Soul
BIG BAD W0LVES
467
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Posted - 2014.02.08 02:47:00 -
[26] - 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.
could be worse
Who wants some?
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CCP Saberwing
C C P C C P Alliance
1424
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Posted - 2014.02.08 02:52:00 -
[27] - Quote
Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
125
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Posted - 2014.02.08 02:54:00 -
[28] - Quote
That caldari reload bonus seems to me much less significant as an in-combat skill than every other bonus. The gallente suit is likely to be flavor of the month as you basically just doubled the operation and sharpshooter skill for the assault rifle. A maxed gallente suit with max operation and sharpshooter is going to have 50% reduction to both kick and dispersion. That is huge but still pretty reasonable with the other skills while the caldari bonus just seems really lackluster. |
Aeon Amadi
Ancient Exiles. Renegade Alliance
4816
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Posted - 2014.02.08 02:55:00 -
[29] - Quote
CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority.
While we got your attention, mind poking Game Design a bit about getting some militia variants of all the weapons? Maybe even re-implementing the standard variations such as the Breach/Tactical Assault Rifle and introducing new ones for the Assault Combat/Rail/Scrambler? This would definitely be a big convenience toward both old and new players.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Heathen Bastard
The Bastard Brigade
889
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Posted - 2014.02.08 02:55:00 -
[30] - Quote
CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority.
Nothing in dust has been introduced right. why not just throw it out there anyways? it seems to be the standard for releases in dust.
the devs release info, people point out what's OP or wrong with it well in advance, no changes are made, it gets release, the stuff that was pointed out is OP.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8946
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Posted - 2014.02.08 03:02:00 -
[31] - 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. I think I love you
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6774
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Posted - 2014.02.08 03:09:00 -
[32] - Quote
KAGEHOSHI Horned Wolf 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. I think I love you
I know I do. We keep our Assault bonus!
HAVE MY AMARRIAN BABIES!
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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Garth Mandra
The Southern Legion The Umbra Combine
315
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Posted - 2014.02.08 03:17:00 -
[33] - Quote
CCP Saberwing wrote:- Minmatar Assault: +5% to projectile light/sidearm and +1 to Minmatar explosive weaponry clip size per level.
What effect does this have on the Flaylock? +5 clip size? That doesn't sound like a good thing.... |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
732
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Posted - 2014.02.08 03:22:00 -
[34] - Quote
CCP Frame wrote:I asked for a restecp, not respect!
Family trolling is the worst trolling. I can only wince with the thought of CCP SoxFour trying to complete the cycle of violence and being curb stomped by another soccer ball.
"Endless money forms the sinews of War." - Cicero
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Logi Bro
Brutor Vanguard Minmatar Republic
2894
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Posted - 2014.02.08 03:24:00 -
[35] - 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.
Minmatar Assault will be useful-ish! \o/
Shield Recommendations
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
732
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Posted - 2014.02.08 03:29:00 -
[36] - 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.
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 5% reduction in spool time for rail weapons per level.
"Endless money forms the sinews of War." - Cicero
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Kaughst
Nyain San Renegade Alliance
178
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Posted - 2014.02.08 03:34:00 -
[37] - 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 clip size of the Mass Driver should naturally be increased as should the ammo capacity. You shouldn't balance the back of the effectiveness of the Mass Driver, a explosive weapon, by making the clip size relegated to one/two classes. If you ever rebalance the MD or the Flaylock which need to be adjusted in those ways or in others it will only seek to ever be attachable to anything but a Minimatar assault suit or commando suit that will still most likely have issues fitting a nano hive that does not suck all of it's PGU/CPU due to the rebalance of effective nano hives being relegated to the Logi suits.
The weirdest Dust player you ever met.
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Beren Hurin
Onslaught Inc RISE of LEGION
2072
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Posted - 2014.02.08 04:57:00 -
[38] - Quote
Curious if that clip size applies to the swarm launcher? |
Heathen Bastard
The Bastard Brigade
890
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Posted - 2014.02.08 05:02:00 -
[39] - Quote
Minmatar explosive weaponry clip size
Swarms are caldari tech. so no.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8948
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Posted - 2014.02.08 05:03:00 -
[40] - Quote
Beren Hurin wrote:Curious if that clip size applies to the swarm launcher? Said specifically Minmatar explosives, so no. Swarms are Caldari.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Neo Rinzler
Commando Perkone Caldari State
0
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Posted - 2014.02.08 05:21:00 -
[41] - 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 Caldari Assault bonus is absolutely horrible, why on earth would a ranged weapon need a reload bonus ? If the weapons had tiny clips and were used in CQC then yes I could understand but honestly that bonus just makes the Caldari Assault even worse than it is now.
Extremely disappointed that the Amarr complain and end up keeping their bonus and now the Caldari end up with a useless bonus.
Seeing as the RR is going to be nerfed and the SCR and CR aren't then you really are forcing me away from this game when you add in rubbish bonuses like above.
Also If your going to nerf the RR then re add the ROF bonus as it actually made sense for assault suits, I actually thought the ROF bonuses were a good idea but sadly you've now given us watered down bonuses the same as the ones we currently have which have been proven to not work.
Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it !Change it ! |
Neo Rinzler
Commando Perkone Caldari State
0
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Posted - 2014.02.08 05:30:00 -
[42] - Quote
KAGEHOSHI Horned Wolf 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. I think I love you EDIT:Substantive feedback time The bonuses aren't perfect, but certainly a step in the right direction. I proposed a reload bonus for Caldari assault, but it was rather unpopular. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. The Gallente one you guys are going with seems like won't help the shotgun or, plasma cannon (unless maybe it tightens shotgun spread, IDK if shotgunners would want tighter spread or not though). Only AR users might benefit. I LOVE the Amarr and Minmatar bonuses. Perfect. EDIT 2: Just noticed the Minmatar explosive thing, maybe should be to ammo reserves instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and REs and PMs.
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you.
If that reload bonus is added I'm biomassing every character I have and launching this PS3 right into your face !!!
STOP Trying to add bonuses on suits you don't flipping play, I'd rather keep the current bonuses on the Ca assault than add the proposed ones as they are basically going to nerf the cal assault and make it worse than it is now |
Heathen Bastard
The Bastard Brigade
890
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Posted - 2014.02.08 05:35:00 -
[43] - Quote
A. double-posting is in bad taste. B. Maybe they're nerfing the clip size so you'll have to do that 3.2 seconds of reloading every 15 shots. You'd be thanking god for a reload bonus if they did that. BTW caldari tech is the slowest reloading in the game.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
452
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Posted - 2014.02.08 05:42:00 -
[44] - Quote
The Caldari Assault bonus made me want to cry. Why did we get the shaft?!
Please fix the mic bubble bug...
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8948
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Posted - 2014.02.08 05:42:00 -
[45] - Quote
Neo Rinzler wrote:KAGEHOSHI Horned Wolf 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. I think I love you EDIT:Substantive feedback time The bonuses aren't perfect, but certainly a step in the right direction. I proposed a reload bonus for Caldari assault, but it was rather unpopular. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. The Gallente one you guys are going with seems like won't help the shotgun or, plasma cannon (unless maybe it tightens shotgun spread, IDK if shotgunners would want tighter spread or not though). Only AR users might benefit. I LOVE the Amarr and Minmatar bonuses. Perfect. EDIT 2: Just noticed the Minmatar explosive thing, maybe should be to ammo reserves instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and REs and PMs.
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. If that reload bonus is added I'm biomassing every character I have and launching this PS3 right into your face !!! STOP Trying to add bonuses on suits you don't flipping play, I'd rather keep the current bonuses on the Ca assault than add the proposed ones as they are basically going to nerf the cal assault and make it worse than it is now While I agree that a reload bonus (on its own at least) is not as good a bonus as the others listed, but assaults are about offense, so they should have bonuses to their race's weapons (hybrid-railgun weapons in the case of Caldari). HP tanking bonuses like shield extender efficacy do not emphasize the offensive/weapon oriented role of an assault.
I personally would like to see the Caldari assault get an additional bonus to ammo reserves of hybrid-railguns (5% per level), so a Caldari assault could basically keep killing without needing to stop and resupply. I'd like ammo reserves + reload, or ammo reserves + kick reduction, or maybe all 3 together; none are that great on their own, but I think 2 or all 3 together would make a good bonus.
If you have any weapon specific bonuses you would like to see, feel free to suggest.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Neo Rinzler
Commando Perkone Caldari State
2
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Posted - 2014.02.08 05:56:00 -
[46] - Quote
KAGEHOSHI Horned Wolf wrote:Neo Rinzler wrote:KAGEHOSHI Horned Wolf 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. I think I love you EDIT:Substantive feedback time The bonuses aren't perfect, but certainly a step in the right direction. I proposed a reload bonus for Caldari assault, but it was rather unpopular. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. The Gallente one you guys are going with seems like won't help the shotgun or, plasma cannon (unless maybe it tightens shotgun spread, IDK if shotgunners would want tighter spread or not though). Only AR users might benefit. I LOVE the Amarr and Minmatar bonuses. Perfect. EDIT 2: Just noticed the Minmatar explosive thing, maybe should be to ammo reserves instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and REs and PMs.
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. If that reload bonus is added I'm biomassing every character I have and launching this PS3 right into your face !!! STOP Trying to add bonuses on suits you don't flipping play, I'd rather keep the current bonuses on the Ca assault than add the proposed ones as they are basically going to nerf the cal assault and make it worse than it is now While I agree that a reload bonus (on its own at least) is not as good a bonus as the others listed, but assaults are about offense, so they should have bonuses to their race's weapons (hybrid-railgun weapons in the case of Caldari). HP tanking bonuses like shield extender efficacy do not emphasize the offensive/weapon oriented role of an assault. I personally would like to see the Caldari assault get an additional bonus to ammo reserves of hybrid-railguns (5% per level), so a Caldari assault could basically keep killing without needing to stop and resupply. I'd like ammo reserves + reload, or ammo reserves + kick reduction, or maybe all 3 together; none are that great on their own, but I think 2 or all 3 together would make a good bonus. If you have any weapon specific bonuses you would like to see, feel free to suggest.
No flipping way, No to Ammo, No to Reload ... Your not giving the Caldari Assault bonuses that every other weapon gets .. if I wanted faster reload I'd put more SP into the reload skill, if I wanted more ammo I'd skill into the ammo skill ...
We need a bonus that actually makes the RR/other hybrid weapons better in the hands of a cal assault than any other suit .. if all we get is ammo and reload anyone suit user can get the same effect from leveling the reload and ammo skills and this is why your idea is so horrible
The bonuses the Caldari Assaulters want is the initial proposed ones .. ROF bonus to hybrid weaponry .. hybrid weapons need to be stronger in our hands than they are in other races hands so screw ammo and reload bonus we don't want or need them .. we have them a skills we can skill into if we choose in the RR tree already |
Neo Rinzler
Commando Perkone Caldari State
2
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Posted - 2014.02.08 06:01:00 -
[47] - Quote
Heathen Bastard wrote:A. double-posting is in bad taste. B. Maybe they're nerfing the clip size so you'll have to do that 3.2 seconds of reloading every 15 shots. You'd be thanking god for a reload bonus if they did that. BTW caldari tech is the slowest reloading in the game.
Maybe they'll send a whale into outer space .. who knows .. should we start planning for how to react if it does happen ?
PS Which is why I don't want a reload bonus ... I have a sidearm for when I run out of bullets in the middle of a firefight and even then it rarely happens
PS PS You don't play as Caldari which is why you seem to think it's a good idea ... the RR has a reload skill that you can choose to skill into .. it is more than enough without adding a pointless passive bonus for it too I'd rather have something useful like ROF than a passive bonus everyone else can achieve through the reload skill in the RR tree |
Xyl5
Raging Pack of Homosapiens
17
|
Posted - 2014.02.08 06:04:00 -
[48] - Quote
I suggest Caldari Assault Bonus to be either ROF increase or Zoom increase or Charge decrease |
Sgt Kirk
Fatal Absolution
4491
|
Posted - 2014.02.08 06:10:00 -
[49] - Quote
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.
The overall Assault bonus is pin point but the Racial bonus for Gallente Assault is very poor imo. UNLESS you guys intend on increasing dispersion and kick (Recoil?) greatly among the weapons in 1.8.
If not the bonus is pretty bad, it only helps Assault rifle user and to be honest it may even hurt them. I can't speak for everybody but a lot of the people I know, including me, rely on spread when firing from the hip in CQC. Tightening it will only make it harder to land shots in fast paced CQC combat. |
Heathen Bastard
The Bastard Brigade
892
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Posted - 2014.02.08 06:11:00 -
[50] - Quote
really? so according to you, 15%(tree) is equal to 25%(suit)? a 66% increase is the same as 0%?
You have the slowest reload. you should be happy they're giving your FOTM crutch something to make up for it's only weakness in cqc(longest reload of any rifle) that even stacks with it's tree skill.
3.2 seconds for a reload. tree skill(5) puts that to 2.72
add the new skill to that(which, with current mechanics means taking the new base of 2.72 and then multiplying by .75) and you get 2.04 seconds spent reloading. .04 seconds slower than the scrambler rifle, which, for reference is the fastest rifle reload.
so you go from dead worst to imperceptibly slower than the absolute best in class.
so, you'll have enough time to charge and put 3 bullets into someone with just the tree skill.
and it even works for sniper rifles.
7.7 bullets per second. .68 seconds .25 second charge. .43 of shooting or 3.3 bullets. standard type rifle, more from an assault.
EDIT: MATH DROPPED!
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Oswald Rehnquist
1223
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Posted - 2014.02.08 06:20:00 -
[51] - Quote
Neo Rinzler wrote:
No flipping way, No
I don't understand why people didn't participate in the bonus discussion for assaults, if ccp is expected to be .75 with the community, why wait this late in before sharing "wisdom"? The bonuses given here were literally a close snapshot taken out of that thread at one point, meaning they did in fact listen to the community 3/4th of the way. (it differs slightly now)
Also the scout bonus's were also by and large .75 along with what the community suggested, if you guys don't participate, its rather hard to mind read.
Below 28 dB
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IVIaster LUKE
Shadow Company HQ Lokun Listamenn
348
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Posted - 2014.02.08 06:29:00 -
[52] - Quote
CCP Saberwing wrote:These are not the droids I was looking for.
The Dammed, The Addicts, Battalion of Saints, G.B.H, The Jam, 7 Seconds, Sperm Birds, Killing Joke, Joy Division!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8948
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Posted - 2014.02.08 06:36:00 -
[53] - Quote
Neo Rinzler wrote:KAGEHOSHI Horned Wolf wrote:Neo Rinzler wrote:KAGEHOSHI Horned Wolf 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.
I think I love you EDIT:Substantive feedback time The bonuses aren't perfect, but certainly a step in the right direction. I proposed a reload bonus for Caldari assault, but it was rather unpopular. I would recommend pairing it with something else like recoil reduction, and/or ammo reserve increase. The Minmatar scout will have more than one bonus, please do the same with the Caldari assault. The Gallente one you guys are going with seems like won't help the shotgun or, plasma cannon (unless maybe it tightens shotgun spread, IDK if shotgunners would want tighter spread or not though). Only AR users might benefit. I LOVE the Amarr and Minmatar bonuses. Perfect. EDIT 2: Just noticed the Minmatar explosive thing, maybe should be to ammo reserves instead of clip size; +1 explosive clip size per level sounds like it could be incredibly OP, as awesome as it sounds. As for logis, many find those bonuses restrictive, but I like them. When every race has at least 2 equipment type, the bonus should be expanded to include 2 equipment. Example: Minmatar could get bonus to repair tools and REs and PMs.
Caldari can get bonus to nanohives nanine injectors.
Gallente can get bonus to active scanner and [INSERT NEW EQUIPMENT].
Amarr can get a bonus to drop uplinks and [INSERT NEW EQUIPMENT].
Anyway, thank you. If that reload bonus is added I'm biomassing every character I have and launching this PS3 right into your face !!! STOP Trying to add bonuses on suits you don't flipping play, I'd rather keep the current bonuses on the Ca assault than add the proposed ones as they are basically going to nerf the cal assault and make it worse than it is now While I agree that a reload bonus (on its own at least) is not as good a bonus as the others listed, but assaults are about offense, so they should have bonuses to their race's weapons (hybrid-railgun weapons in the case of Caldari). HP tanking bonuses like shield extender efficacy do not emphasize the offensive/weapon oriented role of an assault. I personally would like to see the Caldari assault get an additional bonus to ammo reserves of hybrid-railguns (5% per level), so a Caldari assault could basically keep killing without needing to stop and resupply. I'd like ammo reserves + reload, or ammo reserves + kick reduction, or maybe all 3 together; none are that great on their own, but I think 2 or all 3 together would make a good bonus. If you have any weapon specific bonuses you would like to see, feel free to suggest. No flipping way, No to Ammo, No to Reload ... Your not giving the Caldari Assault bonuses that every other weapon gets .. if I wanted faster reload I'd put more SP into the reload skill, if I wanted more ammo I'd skill into the ammo skill ... We need a bonus that actually makes the RR/other hybrid weapons better in the hands of a cal assault than any other suit .. if all we get is ammo and reload anyone suit user can get the same effect from leveling the reload and ammo skills and this is why your idea is so horrible The bonuses the Caldari Assaulters want is the initial proposed ones .. ROF bonus to hybrid weaponry .. hybrid weapons need to be stronger in our hands than they are in other races hands so screw ammo and reload bonus we don't want or need them .. we have them a skills we can skill into if we choose in the RR tree already Not all hybrid weapons, only hybrid-railguns, hybrid-blaster/plasma weapons are Gallente. The initially proposed ROF bonus was for all assults, not a Caldari specific racial bonus. It would have been useless for many weapons, so a PG/CPU reduction bonus is better overall (lets you save PG/CPU for more damage mods, etc). As for making that ROF bonus a Caldari racial bonus, sounds pretty OP; perhaps the state of the RR after the nerf may convince me it will be balanced, but not other bonus increases DPS in such a direct way. The Minmatar and Amarr bonuses for example would only allow you to keep shooting for a longer period of time (before reloading or overheating).
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
734
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Posted - 2014.02.08 07:47:00 -
[54] - Quote
KAGEHOSHI Horned Wolf wrote:
Not all hybrid weapons, only hybrid-railguns, hybrid-blaster/plasma weapons are Gallente. The initially proposed ROF bonus was for all assaults, not a Caldari specific racial bonus. It would have been useless for many weapons, so a PG/CPU reduction bonus is better overall (lets you save PG/CPU for more damage mods, etc). As for making that ROF bonus a Caldari racial bonus, sounds pretty OP; perhaps the state of the RR after the nerf may convince me it will be balanced, but not other bonus increases DPS in such a direct way. The Minmatar and Amarr bonuses for example would only allow you to keep shooting for a longer period of time (before reloading or overheating).
The other racial suit perks directly address the preferred racial weapon drawbacks (Amarr and Minmatar) or highlight it's key attributes (Gallente)...the Caldari is the outlier.
To keep it in line with the other bonuses go with a reduction in spool time and if they are really generous they will add a mild recoil reduction as well.
"Endless money forms the sinews of War." - Cicero
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Cat Merc
Ahrendee Mercenaries EoN.
6214
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Posted - 2014.02.08 08:07:00 -
[55] - Quote
Villanor Aquarius wrote:That caldari reload bonus seems to me much less significant as an in-combat skill than every other bonus. The gallente suit is likely to be flavor of the month as you basically just doubled the operation and sharpshooter skill for the assault rifle. A maxed gallente suit with max operation and sharpshooter is going to have 50% reduction to both kick and dispersion. That is huge but still pretty reasonable with the other skills while the caldari bonus just seems really lackluster.
Edit: The caldari bonus is only particularly not useful with clip sizes as large as they are now. If clip sizes were smaller across the board this would be a lot more significant. On the contrary, the AR is already pretty damn accurate with sharpshooter maxed, and kick is a non issue for the most part.
It's a useless skill for me, and I'm moving to the Gallente scout just because of that.
No seriously it's a terrible skill, the only Gallente weapon that can somewhat benefit from it is the shotty.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Vitharr Foebane
Living Like Larry Schwag
578
|
Posted - 2014.02.08 08:19:00 -
[56] - Quote
CCP Saberwing what about heavy weapons what is the ETA on heavy lasers/plasma weapons
Thanks CCP for making the HMG Heavy viable again :3
That's no excuse to slack off on releasing a heavy laser though =.=
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Mad Syringe
ReDust Inc.
69
|
Posted - 2014.02.08 08:21:00 -
[57] - Quote
As a dedicated Masshole, I don't like the minmatar bonuses.
It will only lead to explosive spam, which in the end will get the MD and Flaylock nerfed again. We don't need that!
I'd rather have something like a ammo pool buff, instead of a clip buff (seriously, you want a 11 shot Freedom MD?). The MD might be ok, after the rifle nerf that is coming with 1.8. I'd increase the clip size of all MD's to 8, but not 11...
Endless (assault) MD spam without reload interruption will make the rifle users cry for nerf again.
Same with the flaylock, 7-8 rockets per cllip, will make it the perfect explosions spam weapon... please don't do that...
Also the MD will be severely underpowered for the native user, the logi!
Cheers Mad
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KA24DERT
TeamPlayers Negative-Feedback
478
|
Posted - 2014.02.08 08:37:00 -
[58] - Quote
Awesome, a reasonable Mass Driver magazine. All I gotta do is spend a few million skillpoints on a minmatar suit. |
Cat Merc
Ahrendee Mercenaries EoN.
6218
|
Posted - 2014.02.08 08:37:00 -
[59] - Quote
Mad Syringe wrote:As a dedicated Masshole, I don't like the minmatar bonuses.
It will only lead to explosive spam, which in the end will get the MD and Flaylock nerfed again. We don't need that!
I'd rather have something like a ammo pool buff, instead of a clip buff (seriously, you want a 11 shot Freedom MD?). The MD might be ok, after the rifle nerf that is coming with 1.8. I'd increase the clip size of all MD's to 8, but not 11...
Endless (assault) MD spam without reload interruption will make the rifle users cry for nerf again.
Same with the flaylock, 7-8 rockets per cllip, will make it the perfect explosions spam weapon... please don't do that...
Also the MD will be severely underpowered for the native user, the logi!
Cheers Mad
It's not the native user, it was just addopted
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Zohar Colichemarde
Goonfeet Special Planetary Emergency Response Group
18
|
Posted - 2014.02.08 08:48:00 -
[60] - Quote
The Logi racial bonuses I can live with; gives greater incentive to use equipment.
Not too sure about the Minmatar and Caldari assault bonuses though.
Explosive spam is a bane to most FPS'es, as seen here: https://www.youtube.com/watch?v=QMZvqcZ1f0k
And I just wish to echo the wailing on the Caldari bonuses. I don't roll Caldari, but I can see how it's kind of lame to just keep them to reloading speed on long range weapons.
I <3 Laser Rocks.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8951
|
Posted - 2014.02.08 08:58:00 -
[61] - Quote
Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote:
Not all hybrid weapons, only hybrid-railguns, hybrid-blaster/plasma weapons are Gallente. The initially proposed ROF bonus was for all assaults, not a Caldari specific racial bonus. It would have been useless for many weapons, so a PG/CPU reduction bonus is better overall (lets you save PG/CPU for more damage mods, etc). As for making that ROF bonus a Caldari racial bonus, sounds pretty OP; perhaps the state of the RR after the nerf may convince me it will be balanced, but not other bonus increases DPS in such a direct way. The Minmatar and Amarr bonuses for example would only allow you to keep shooting for a longer period of time (before reloading or overheating).
The other racial suit perks directly address the preferred racial weapon drawbacks (Amarr and Minmatar) or highlight it's key attributes (Gallente)...the Caldari is the outlier. To keep it in line with the other bonuses go with a reduction in spool time and if they are really generous they will add a mild recoil reduction as well. Spool up time reduction would be great, but would be pretty crappy for the vast majority of sniper rifles; only one light weapon would benefit from it (RR), and some sidearms. If sniper rifles had spool up by default (and more damage or magazine size to make up for it, or something) then I would be in favor of a spool up reduction bonus.
Like I said before, I know the reload bonus on its own is not very attractive, and sucks compared to the others, which is why I think it should be bundled with other bonuses like kick reduction and reserve ammo increase (to cut the need for nanohives), similar to how the Minmatar scout will have both the knife bonus and the hacking bonus.
The Gallente one is the absolute WORST one in my opinion, it only helps the AR, and its nowhere near a useful as a magazine size or heat reduction. Perhaps a 3% per level effective range bonus would be good?... a range doesn't feel very Gallente, but it is covering the same way the Amarr and Minmatar bonus are covering weaknesses, and would also benefit the ion pistol and shotgun.
Perhaps Caldari could get the effective range one (though might be overkill without a base effective range reduction), and the Gallente could get a ROF one. A ROF bonus would make the AR the CQC king among the rifles, like it is meant to be.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Jackof All-Trades
The Black Renaissance
449
|
Posted - 2014.02.08 09:04:00 -
[62] - 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. Well that's ****. How is my plasma cannon to make use of that Gallente bonus?
Just to be clear, I love you Saberwing. But I utterly hate that bonus.
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6777
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Posted - 2014.02.08 09:05:00 -
[63] - Quote
KAGEHOSHI Horned Wolf wrote:Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote:
Not all hybrid weapons, only hybrid-railguns, hybrid-blaster/plasma weapons are Gallente. The initially proposed ROF bonus was for all assaults, not a Caldari specific racial bonus. It would have been useless for many weapons, so a PG/CPU reduction bonus is better overall (lets you save PG/CPU for more damage mods, etc). As for making that ROF bonus a Caldari racial bonus, sounds pretty OP; perhaps the state of the RR after the nerf may convince me it will be balanced, but not other bonus increases DPS in such a direct way. The Minmatar and Amarr bonuses for example would only allow you to keep shooting for a longer period of time (before reloading or overheating).
The other racial suit perks directly address the preferred racial weapon drawbacks (Amarr and Minmatar) or highlight it's key attributes (Gallente)...the Caldari is the outlier. To keep it in line with the other bonuses go with a reduction in spool time and if they are really generous they will add a mild recoil reduction as well. Spool up time reduction would be great, but would be pretty crappy for the vast majority of sniper rifles; only one light weapon would benefit from it (RR), and some sidearms. If sniper rifles had spool up by default (and more damage or magazine size to make up for it, or something) then I would be in favor of a spool up reduction bonus.
If spool up times actually were meaningfully long....and currently they are not.... this spool bonus would be worth it, otherwise it just takes an already potent gun mitigating the only minor drawback of the fire arm.
Personally I think an increase to rail rifle spool is necessary when balancing the gun against all others.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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0000 00096
Villore Sec Ops Gallente Federation
0
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Posted - 2014.02.08 09:09:00 -
[64] - Quote
Jackof All-Trades 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. Well that's ****. How is my plasma cannon to make use of that Gallente bonus? Just to be clear, I love you Saberwing. But I utterly hate that bonus.
the dispersion and kick already have a skill attributed to them. How about 5% to range? |
Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
96
|
Posted - 2014.02.08 09:21:00 -
[65] - 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.
Swap Gallente Assault and Caldari Assault Bonus. Then make Caldari bonus when ADS.
Reason, Gallente with AR would be up close and difficult to hide/get away when out of ammo so rapid reload would fit more into the role of medium to CQC that the AR is suppose to be.
For Caldari, RR is a long range weapon so less kick when ADS allows for more percise shots. Fits more into the long range role of the RR.
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McFurious
TeamPlayers Negative-Feedback
612
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Posted - 2014.02.08 09:22:00 -
[66] - Quote
Mad Syringe wrote:As a dedicated Masshole, I don't like the minmatar bonuses.
It will only lead to explosive spam, which in the end will get the MD and Flaylock nerfed again. We don't need that!
I'd rather have something like a ammo pool buff, instead of a clip buff (seriously, you want a 11 shot Freedom MD?). The MD might be ok, after the rifle nerf that is coming with 1.8. I'd increase the clip size of all MD's to 8, but not 11...
Endless (assault) MD spam without reload interruption will make the rifle users cry for nerf again.
Same with the flaylock, 7-8 rockets per cllip, will make it the perfect explosions spam weapon... please don't do that...
Also the MD will be severely underpowered for the native user, the logi!
Cheers Mad
Gonna have to agree with this. When MD was FOTM it was unbearable for everyone and lead to unnecessary nerfs. I don't want to see either happen again.
You can increase the clip size to 8 or 10 for assaults or just leave them as is but the bonus should be for the ammo pool which the MD desperately needs.
Half Irish. Often angry.
Closed Beta Masshole
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Oswald Rehnquist
1224
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Posted - 2014.02.08 09:27:00 -
[67] - Quote
McFurious wrote:
Gonna have to agree with this. When MD was FOTM it was unbearable for everyone and lead to unnecessary nerfs. I don't want to see either happen again.
You can increase the clip size to 8 or 10 for assaults or just leave them as is but the bonus should be for the ammo pool which the MD desperately needs.
This is just a sustained dps for the md, its current issue is that its the time it takes to take out a hostile is like 2 to 3 shots in which case any rifle can take you down if they have a direct line.
Below 28 dB
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Lynn Beck
Granite Mercenary Division Top Men.
697
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Posted - 2014.02.08 09:29:00 -
[68] - Quote
As much as i would love a 8 shot flaylock, i'm starting to agree(somewhat) Keep the current bonuses, but ready up backup bonuses to be hotfixed in 1 week after patch day.
If you can't do that, then hold off on rewriting things until we hear the new weapon stats- hell, flaylocks might get damage of 250 direct/68 splash, with 3m splash range. If that happened i would keep current bonus- but if things like Md stays as same splash damage over full splash range, then lose it(these are examples)
Under 28db
Officially nerfproof (predicting CR nerf February '14)
Selling SP: 10k SP per 100k ISK.
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Foo Fighting
Forsaken Immortals Top Men.
59
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Posted - 2014.02.08 09:32:00 -
[69] - Quote
Caldari Assault bonus is a joke surely! For a long range suit dispersion, kick, zoom, scan range or movement speed are relavent not reload speed. Think again please. |
THEAMAZING POTHEAD
Nyain San Renegade Alliance
888
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Posted - 2014.02.08 09:52:00 -
[70] - Quote
The caldari bonus is garbage as everyone has said, but the overall assault bonus is also garbage.
As it is now even a ScR would only get 5pg 20 cpu discounted so thats not even a free module(like the ROF wouldve been a free damage mod), its simply the ability to swap an enhanced module for a complex. If proto weapons have their fitting requirements changed and raised then so be it however. Probably the ROF bonus was wayyy better but for now its looking like caldaris getting the mega shaft and minmatars will be either useless or WAY OP.
How to get likes: post QQ reply to every thread where a PC corps players post claiming they only win cus "FOTM"
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Neo Rinzler
Commando Perkone Caldari State
2
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Posted - 2014.02.08 09:58:00 -
[71] - Quote
Heathen Bastard wrote:really? so according to you, 15%(tree) is equal to 25%(suit)? a 66% increase is the same as 0%?
You have the slowest reload. you should be happy they're giving your FOTM crutch something to make up for it's only weakness in cqc(longest reload of any rifle) that even stacks with it's tree skill.
3.2 seconds for a reload. tree skill(5) puts that to 2.72
add the new skill to that(which, with current mechanics means taking the new base of 2.72 and then multiplying by .75) and you get 2.04 seconds spent reloading. .04 seconds slower than the scrambler rifle, which, for reference is the fastest rifle reload.
so you go from dead worst to imperceptibly slower than the absolute best in class.
so, you'll have enough time to charge and put 3 bullets into someone with just the tree skill.
and it even works for sniper rifles.
7.7 bullets per second. .68 seconds .25 second charge. .43 of shooting or 3.3 bullets. standard type rifle, more from an assault.
EDIT: MATH DROPPED!
2.04 seconds reloading compared to 3.2 seconds ... when it takes my shields longer than 3.2 seconds to regen ...
Reload bonus on long range weapons is a Non Issue and you are trying to flog a dead horse as this bonus is NOT staying .. no way jose ..
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Mad Syringe
ReDust Inc.
70
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Posted - 2014.02.08 10:04:00 -
[72] - Quote
Like many I like to think of the MD as a support weapon. That means you use it without line of sight, or from second row past the frontline guys. The Minmatar assault bonus is only good for roof spammers. Which is pathetic. The Commando already gets the good Minmatar bonus (damage buff) so find something less spam intensive for the Assault plz...
cheers Mad |
Mad Syringe
ReDust Inc.
70
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Posted - 2014.02.08 10:13:00 -
[73] - Quote
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...
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MINA Longstrike
2Shitz 1Giggle
267
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Posted - 2014.02.08 10:31:00 -
[74] - 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.
Would there be any thoughts ever of playing with say +10% armor repairer efficacy on gallente assault? It would fit their close quarters doctrine really well and be in line with how the race functions in eve. A dual repper triple plate bild could have something like 550+ hp and 18hp/s which could make running around with a shotgun useful on a non-scout.
The way I see assaults is that they should be the most self-sufficient low equipment killers out there, either by being bullet hoses like the minmatar and amarr (which are perfect with these bonuses) or by virtue of being able to play dust like its a cover shooter (how the gallente and caldari should work).
In addition every level of the dropsuit skill should make every suit tied to it tangibly better at what they want to be doing. In the case of scouts it's currently being hard to detect and either gathering information or doing some damage, in the case of future logis its making their equipment function better, in the case of heavies its Nanking them take less damage. For assaults it should be about keeping them in the fight either through more shots, or making them very capable of hit and recover. |
Garrett Blacknova
Codex Troopers
4428
|
Posted - 2014.02.08 10:32:00 -
[75] - Quote
So why exactly is the Caldari bonus something that's likely to only be moderately useful in CQC and mostly useless at long range, while the Gallente bonus is one which makes their suits more effective at longer ranges?
It would be beneficial to swap the bonuses AND to give the Gallente an additional (small) bonus to help them in CQC along with the reload bonus. |
Monkey MAC
Lost Millennium
1875
|
Posted - 2014.02.08 10:32:00 -
[76] - 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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Necandi Brasil
DUST BRASIL S.A Covert Intervention
725
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Posted - 2014.02.08 10:36:00 -
[77] - Quote
CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority. Saberwing, If you guys need help from the community, don't hesitate to ask for it.... Many good ideas around.
Thank you for your answer ! I'm glad to see Dev's interacting so close with us.
Tanks 514! Cheap, fast, Indestructible and you see tankers telling it's balanced...
Just makes you want to quit this BS
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Monkey MAC
Lost Millennium
1875
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Posted - 2014.02.08 10:39:00 -
[78] - 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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xxwhitedevilxx M
Maphia Clan Corporation
1644
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Posted - 2014.02.08 10:41:00 -
[79] - 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.
And...how are assault supposed to fight a heavy with these kind of bonuses? I really liked old bonuses, where you had an edge over heavies in damage output, but now....you guys already know heavies (especially Gallente, Caldari and Amarr) are going to be fotm and will need rebalance, right?
But, well, always better than nowadays skills....
Tank 514.
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Monkey MAC
Lost Millennium
1875
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Posted - 2014.02.08 10:51:00 -
[80] - 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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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1141
|
Posted - 2014.02.08 11:17:00 -
[81] - 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.
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.
{:)}{3GÇó>
|
KalOfTheRathi
Nec Tributis
952
|
Posted - 2014.02.08 11:25:00 -
[82] - Quote
CCP Saberwing wrote:OKAY OKAY! Since you asked so nicely...this is what we're thinking.
-- snip latest CCP/Shanghai gank list -- Why did it take this long for this to come out? I was told repeatedly that the Logi Gank was not confirmed, don't worry your little Logi head about it yet - here it is. My heavy suit is ganked, my logi functions are ganked, equipment is ganked, 15 months on this character are wasted.
And CCP/Shanghai wont give any SP back at all! Wow, sucks to be a Merc down in the Dust.
Now we know beyond a shadow of a doubt that your leaks were indeed fact. So why the month of more of denial?
Is there some type of bonus for you guys if you can drive the Beta players out? That is the only thing that makes sense to me. There will be no freedom in this game at all. Pick one suit, pick two weapons, pick a few functions. Do not do anything else, cause CCP/Shanghai will gank you. I enjoyed being able to pick and choose my play style, but those days are gone.
Dreary days ahead down in the Dust.
And so it goes.
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
186
|
Posted - 2014.02.08 11:31:00 -
[83] - 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. I love those!
Amarr and Minmatar are definitely fluffy. For Caldari, I agree that overall ammo capacity increase might be a nice addition to this skill, considering that long-ranged weapons aren't supposed to be used in the heat of battle (where reload speed is important), anyway. As a Gallente, I'm not sure if I like the bonus. As someone else said, it doesn't help with PLC and shotgun. And, as we've seen with the HMG, too much dispersion reduction for a close combat weapon is actually counterproductive.
Edit: Have you accidentally switched Caldari and Gallente bonuses for assaults? They would make more sense that way. I actually think that a reload speed bonus alone is totally worth it in close combat. Only for long-ranged role does it become pointless. Though I'd love to have a melee attack bonus when a hybrid blaster is equipped, to make the close combat role perfect. (Note that this line isn't serious)
Edit 2: Maybe mag the clip size increase for Minmatar explosives +0.5 or something. It seems like +1 would break things. |
Garrett Blacknova
Codex Troopers
4429
|
Posted - 2014.02.08 11:34:00 -
[84] - Quote
Son-Of A-Gun wrote: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. You can safely use slightly lower-tier gear in order to fit a cloak, or use one less equipment slot, or drop a high/low slot from your fitting, or otherwise make some form of relatively minor COMPROMISE in order to make a viable cloaking suit.
You aren't MEANT to be able to fit a cloak without some form of cost involved. Whether that cost is having to run a low-HP Scout suit, or compromising other aspects on some other kind of suit is up to you. |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2002
|
Posted - 2014.02.08 11:35:00 -
[85] - Quote
0000 00096 wrote:Jackof All-Trades 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. Well that's ****. How is my plasma cannon to make use of that Gallente bonus? Just to be clear, I love you Saberwing. But I utterly hate that bonus. the dispersion and kick already have a skill attributed to them. How about 5% to range? nope. NOPE. N-O-P-E N O P E Nonono Never. Not gonna happen. Your insane. Sharpshooter was OP Were you even here for Chromosome?
Fizzer94 // Forum Warrior Operation II
MAG ~ Seryi Volk Executive Response
|
Garrett Blacknova
Codex Troopers
4429
|
Posted - 2014.02.08 11:39:00 -
[86] - Quote
0000 00096 wrote:the dispersion and kick already have a skill attributed to them. How about 5% to range? Because the race which is meant to be most CQC-oriented need better range...
Also, no. Sharpshooter range increase broke the game horribly before, doing it again is a terrible idea.
If anyone should get a range bonus (and they shouldn't), it would definitely NOT be Gallente. And as mentioned, nobody should get increased range. Even if they did, 2% would be too much. |
Kaughst
Nyain San Renegade Alliance
180
|
Posted - 2014.02.08 12:01:00 -
[87] - Quote
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.
"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."
|
Joseph Ridgeson
WarRavens League of Infamy
461
|
Posted - 2014.02.08 12:08:00 -
[88] - Quote
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? |
SponkSponkSponk
The Southern Legion The Umbra Combine
647
|
Posted - 2014.02.08 12:08:00 -
[89] - Quote
+1 to suggestions that caldari should get +zoom when scoped.
Selling dust codes!
|
Ryme Intrinseca
603
|
Posted - 2014.02.08 12:44:00 -
[90] - 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. NO NO NO!
Why does Minmitar gear always get the short end of the 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. |
|
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?
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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...
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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
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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
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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
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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. |
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Bethhy
Ancient Exiles. Renegade Alliance
1134
|
Posted - 2014.02.08 17:39:00 -
[121] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes".
First thing on the list when back Take a Axe to the DPS class light it on fire and **** all over it.
While at it supporting the Gun mechanic breaking Heat Build up bonus that has been abused since it's launch.
Great day back. |
Garrett Blacknova
Codex Troopers
4430
|
Posted - 2014.02.08 17:54:00 -
[122] - Quote
Joel II X wrote: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. Plasma Cannon MAY count, and Shotgun also does.
So 3 or 4 weapons, but only 1 or 2 which will actually benefit from the bonus. |
echo47
Minmatar Republic
189
|
Posted - 2014.02.08 18:40:00 -
[123] - Quote
I really hope the Caldari bonus is not a response to Amarrian QQ.
Maybe there is a reason for this terrible bonus, and keeping the heat build up bonus.
CCP you told us what you are thinking, I know you don't owe us an explanation, but why?
I guess sitting in IRC talking to DEVs all day has its benefits.
I would rather look bad and win, than look good and lose.
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Vell0cet
SVER True Blood Public Disorder.
909
|
Posted - 2014.02.08 18:59:00 -
[124] - Quote
Heathen Bastard wrote:CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority. Nothing in dust has been introduced right. why not just throw it out there anyways. This is something CCP ABSOLUTELY HAS TO GET RIGHT THE FIRST TIME. Imagine 1000s of support tickets for items vanishing and not being properly credited to the buyer/seller. Imagine what would happen to the economy if bugs created billions of ISK accidentally for some players. Getting this wrong could break the game. Getting the EVE-DUST market wrong could break BOTH GAMES.
The market also has to be resilliant to RMT gold sellers, internal fraud, etc. This is a major undertaking, and I'm glad CCP is recognizing it as a major priority as well as not rushing something out quickly that could break the game on a level never seen before.
Best PvE idea ever!
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
128
|
Posted - 2014.02.08 19:04:00 -
[125] - Quote
Bonuses should not cover a weapons weakness, that leads to homogenization. The bonuses should emphasize weapon strength. For Caldari it should be either range, spool reduction, or kick reduction. For Gallente it should be a very minor damage boost. For Minmatar it should be blast radius on explosives and ammo capacity, not clip size. For Amarr it should be charge up reduction and damage ramp-up increase.
The last thing, weapons and tanks shouldn't be as closely linked. For instance Caldari and Gallente should get their respective bonus to all hybrid weapons. This way if you are focused on shields you can still go any hybrid weapon but they'll perform differently than a Gallente suit using a hybrid.
Explosives are viable on either armor or shields as Minmatar traditionally can go with either. In the current state you are restricted to weapons based on what tank you want or vice versa and that's a shame as it's not the case in eve and it's one of the huge draws of fittings in Eve.
Increasing viable build variety is important for enjoyable gameplay and the current bonuses do the opposite. |
Mad Syringe
ReDust Inc.
72
|
Posted - 2014.02.08 19:19:00 -
[126] - 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.
+1 to rate of fire increase on the Min Assault. but no to radius increase! The radius is good as is, and we don't need another you don't need to aim the MD discussion!
I don't want the MD to work just on logis. My concern is more towards the MD being a spam weapon again. Which would be bad! With the bigger clip size, it will still be difficult to take down rifle users 1-1, since the Minmatar has low health and can't win sustained fights. So what will he do, obviously go back to the rooftops or other cover and spam the thing blindly towards the enemy! Is that what you guys want? I don't. Rate of fire would help, because it would give the Minmatar assault a possibility to have higher alpha damage with his prefferred (Racial weapon) I would still leave the Combat rifle bonus with clip size, since that's the biggest downside of the CR. My proposal with the different ammo types, would make the MD more versatile, and less of a spam weapon!
Cheers Mad |
Heathen Bastard
The Bastard Brigade
899
|
Posted - 2014.02.08 20:12:00 -
[127] - Quote
Vell0cet wrote:Heathen Bastard wrote:CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority. Nothing in dust has been introduced right. why not just throw it out there anyways. This is something CCP ABSOLUTELY HAS TO GET RIGHT THE FIRST TIME. Imagine 1000s of support tickets for items vanishing and not being properly credited to the buyer/seller. Imagine what would happen to the economy if bugs created billions of ISK accidentally for some players. Getting this wrong could break the game. Getting the EVE-DUST market wrong could break BOTH GAMES. The market also has to be resilliant to RMT gold sellers, internal fraud, etc. This is a major undertaking, and I'm glad CCP is recognizing it as a major priority as well as not rushing something out quickly that could break the game on a level never seen before.
What RMT gold sellers? CCP endorses it, which killed them. PLEX is bought from CCP with real money, you can then use it to extend your account by 30 days, or simply sell it on the market and pocket the isk.
If you hear the words "WORTH IT!" look about, something hilarious just happened.
|
Kaughst
Nyain San Renegade Alliance
184
|
Posted - 2014.02.08 20:40:00 -
[128] - Quote
Mad Syringe wrote: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. +1 to rate of fire increase on the Min Assault. but no to radius increase! The radius is good as is, and we don't need another you don't need to aim the MD discussion! I don't want the MD to work just on logis. My concern is more towards the MD being a spam weapon again. Which would be bad! With the bigger clip size, it will still be difficult to take down rifle users 1-1, since the Minmatar has low health and can't win sustained fights. So what will he do, obviously go back to the rooftops or other cover and spam the thing blindly towards the enemy! Is that what you guys want? I don't. Rate of fire would help, because it would give the Minmatar assault a possibility to have higher alpha damage with his prefferred (Racial weapon) I would still leave the Combat rifle bonus with clip size, since that's the biggest downside of the CR. Edit: I think an increase of DIRECT Md damage for the min assault would go in the right direction, since it would reward skilled players instead of the spamming crowd! Cheers Mad
A increase in MD damage is only being done with minmatar commando. I do not want a splash/dam. increase but I agree that something like ROF for the flaylock/MD would be better for the Minmatar assault. Frankly though the MD needs to have general increase in ammo capacity/clip size applied to base Mass Driver rather than limiting it to one class. The damage it will output in 1.8 will be stunted due to the reduction in it's proficiency skill (or so I am told) meaning that it will have a harder time killing people than it already is going to be. Any idea that the Mass Driver is going to a spam weapon of death for a increased clip size and is aware of how underutilized the Mass Driver is currently and what it is capable of is overblowing it.
If you really want to look at what could be a problem you need only look at the Minmatar commando with it's increase to explosive damage and reload reduction time on light weapons. With that in mind limiting the feasibility to single classes to make up for weaknesses (as someone above me pointed out) is not a good idea you may also have this with the Laser Rifle except the Laser Rifle is most likely being rebalanced in 1.8 and the MD is not.
"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."
|
Vell0cet
SVER True Blood Public Disorder.
909
|
Posted - 2014.02.08 20:45:00 -
[129] - Quote
Heathen Bastard wrote:Vell0cet wrote:Heathen Bastard wrote:CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority. Nothing in dust has been introduced right. why not just throw it out there anyways. This is something CCP ABSOLUTELY HAS TO GET RIGHT THE FIRST TIME. Imagine 1000s of support tickets for items vanishing and not being properly credited to the buyer/seller. Imagine what would happen to the economy if bugs created billions of ISK accidentally for some players. Getting this wrong could break the game. Getting the EVE-DUST market wrong could break BOTH GAMES. The market also has to be resilliant to RMT gold sellers, internal fraud, etc. This is a major undertaking, and I'm glad CCP is recognizing it as a major priority as well as not rushing something out quickly that could break the game on a level never seen before. What RMT gold sellers? CCP endorses it, which killed them. PLEX is bought from CCP with real money, you can then use it to extend your account by 30 days, or simply sell it on the market and pocket the isk. I'm obviously not referring to CCPs official PLEX mechanism. I'm talking about Russians running bots and selling ISK for dollars against the TOS. The market can be used as a tool for these guys to "launder ISK." Any P2P market system needs backend tools in place for CCP to monitor/prevent this activity. PLEX hasn't completely killed them off (although it has made a massive improvment). With DUST being F2P and the economies of both games being linked, this is a serious concern.
My point is CCP needs to get the market right when they release it. There are many major problems that could result if they rush it out half-baked.
Best PvE idea ever!
|
Mad Syringe
ReDust Inc.
73
|
Posted - 2014.02.08 20:54:00 -
[130] - Quote
Kaughst wrote:A increase in MD damage is only being done with minmatar commando. I do not want a splash/dam. increase but I agree that something like ROF for the flaylock/MD would be better for the Minmatar assault. Frankly though the MD needs to have general increase in ammo capacity/clip size applied to base Mass Driver rather than limiting it to one class. The damage it will output in 1.8 will be stunted due to the reduction in it's proficiency skill (or so I am told) meaning that it will have a harder time killing people than it already is going to be. Any idea that the Mass Driver is going to a spam weapon of death for a increased clip size and is aware of how underutilized the Mass Driver is currently and what it is capable of is overblowing it.
If you really want to look at what could be a problem you need only look at the Minmatar commando with it's increase to explosive damage and reload reduction time on light weapons. With that in mind limiting the feasibility to single classes to make up for weaknesses (as someone above me pointed out) is not a good idea you may also have this with the Laser Rifle except the Laser Rifle is most likely being rebalanced in 1.8 and the MD is not.
The Commando is not a problem, due to the lack of high slots and the resulting lack of damage mods!
I do not want a increase in SPLASH damage but a increase in DIRECT damage for the Assault Suit. This would reward the skilled non spam player without another noob toob discussion. Since the MD would be fine in the right hands. This DIRECT damage buff could be 3% per lv considering that it is relatively difficult to direct hit with a MD (compared to a rifle).
Increasing the clip size isn't helping the already weak alpha of the MD it just helps the spamming crowd!
|
|
Heathen Bastard
The Bastard Brigade
899
|
Posted - 2014.02.08 20:55:00 -
[131] - Quote
Vell0cet wrote: I'm obviously not referring to CCPs official PLEX mechanism. I'm talking about Russians running bots and selling ISK for dollars against the TOS. The market can be used as a tool for these guys to "launder ISK." Any P2P market system needs backend tools in place for CCP to monitor/prevent this activity. PLEX hasn't completely killed them off (although it has made a massive improvment). With DUST being F2P and the economies of both games being linked, this is a serious concern.
My point is CCP needs to get the market right when they release it. There are many major problems that could result if they rush it out half-baked.
So, it'll be the only thing they've gotten right in dust, ever?
If you hear the words "WORTH IT!" look about, something hilarious just happened.
|
Dremel wp
Shadow Company HQ Lokun Listamenn
18
|
Posted - 2014.02.08 21:18:00 -
[132] - Quote
Why do I get the feeling the Caldari assault bonus implies a nerf is coming for the rail rifle clip size....
http://i.imgur.com/sDVthSP.gif
|
Vell0cet
SVER True Blood Public Disorder.
909
|
Posted - 2014.02.08 21:26:00 -
[133] - Quote
Heathen Bastard wrote:Vell0cet wrote: I'm obviously not referring to CCPs official PLEX mechanism. I'm talking about Russians running bots and selling ISK for dollars against the TOS. The market can be used as a tool for these guys to "launder ISK." Any P2P market system needs backend tools in place for CCP to monitor/prevent this activity. PLEX hasn't completely killed them off (although it has made a massive improvment). With DUST being F2P and the economies of both games being linked, this is a serious concern.
My point is CCP needs to get the market right when they release it. There are many major problems that could result if they rush it out half-baked.
So, it'll be the only thing they've gotten right in dust, ever? I think that's overly harsh. CCP has certainly made more than its fair share of mistakes, but they've gotten a lot right as well. Most of the problems have been balancing/performance issues, which in all fairness is exceedingly difficult to test internally without a public test server. This is especially true in a game like DUST with so many moving parts, near infinite customization, and players highly motivated to find the absolute best combinations of suits/weapons/vehicles/turrets/modules to get an edge over everyone else.
They have done a great job in giving all weapons a unique "feel" (even if the stats need to be tweaked). They did a great job creating and maintaing racial consistency in the art. The interactive map they made is excellent and works well. With a few exceptions, the existing market functions well enough. The skill tree works (I've never spent SP on one skill and received another for example). Im confident CCP is capable of implementing the P2P market without major game-breaking issues, but I'm also realistic enough in my expectations, that it is a challenging thing to code, and I know it's going to take time to do right.
Waiting sucks, but having a f*cked economy due to a rushed, bug-ridden, P2P market rollout would be a million times worse.
Best PvE idea ever!
|
Kaughst
Nyain San Renegade Alliance
185
|
Posted - 2014.02.08 21:50:00 -
[134] - Quote
Mad Syringe wrote:Kaughst wrote:A increase in MD damage is only being done with minmatar commando. I do not want a splash/dam. increase but I agree that something like ROF for the flaylock/MD would be better for the Minmatar assault. Frankly though the MD needs to have general increase in ammo capacity/clip size applied to base Mass Driver rather than limiting it to one class. The damage it will output in 1.8 will be stunted due to the reduction in it's proficiency skill (or so I am told) meaning that it will have a harder time killing people than it already is going to be. Any idea that the Mass Driver is going to a spam weapon of death for a increased clip size and is aware of how underutilized the Mass Driver is currently and what it is capable of is overblowing it.
If you really want to look at what could be a problem you need only look at the Minmatar commando with it's increase to explosive damage and reload reduction time on light weapons. With that in mind limiting the feasibility to single classes to make up for weaknesses (as someone above me pointed out) is not a good idea you may also have this with the Laser Rifle except the Laser Rifle is most likely being rebalanced in 1.8 and the MD is not. The Commando is not a problem, due to the lack of high slots and the resulting lack of damage mods! I do not want a increase in SPLASH damage but a increase in DIRECT damage for the Assault Suit. This would reward the skilled non spam player without another noob toob discussion. Since the MD would be fine in the right hands. This DIRECT damage buff could be 3% per lv considering that it is relatively difficult to direct hit with a MD (compared to a rifle). Increasing the clip size isn't helping the already weak alpha of the MD it just helps the spamming crowd!
I am not talking about the Assault suits I am talking about balancing the MD, and not solely balancing it through suit classes.
Direct Damage? You might as well use the Breach MD. The splash radius is integral to it's success and relies on this purely, no one relies on direct hits with the MD nor does it change anything to increase that damage. The point I am trying to make is there is no room to increase the splash damage or splash radius in general with the MD as that leads to imbalance and most of the complaints. The MD is a indeed a spamming tool because it is a denial and clearing tool but one on one not so much...still...in those situations of a one on one the weapon is meant to spam the other opponent from out of and behind cover not do alot of damage to make up for it...although again the Minmatar commando is a free pass because it a specialized role so I do not mind myself. I sound like a broken record but it is so hard to keep up with the other light weapons that the only real way to be effective is to have the clip/ammo size increased.
"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."
|
KING CHECKMATE
Tal-Romon Legion Amarr Empire
4499
|
Posted - 2014.02.09 00:17:00 -
[135] - 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.
THANK YOU SUPREME LORD.
THANK YOU FOR LETTING US AMARR KEEP OUR BONUS.
This game.... Will live....
TT_TT
:')
(Now give us back our cloaking cooldown bonus for the amarr scouts >:3 )
Support Amarr scout bonus change! : https://forums.dust514.com/default.aspx?g=posts&m=1813029#post1813029
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D3LTA Blitzkrieg II
0uter.Heaven
72
|
Posted - 2014.02.09 01:23:00 -
[136] - 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.
Aight CCP. Whats the point of reload speed when you can fast swap to a SIDEARM? cmmon gents i know you can do better than this. Removing shield recharge rate bonus and shield/armor bonus seems more like a nerf that anything. Please consult the CPM before making any serious moves. I understand we are not given the complete picture here but these bonuses appear garbage. |
hgghyujh
Expert Intervention Caldari State
270
|
Posted - 2014.02.09 01:30:00 -
[137] - Quote
CCP Saberwing wrote:Hey! Thanks :)
1.8 is going well...it will definitely be out before Fanfest. Working on a release date right now but I'm strongly inclined to believe that it will land in March. We're beginning to collate the list of changes in to what you humans call..."Patch Notes".
Any thing for us KBM players??? it would be sweat if I didn't miss half my rounds when I am dead on, while AA users get to score all their shots just for putting their reticules near me.
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1398
|
Posted - 2014.02.09 02:59:00 -
[138] - Quote
I come back after 2 days with 78 notifications. I like the bonuses except... Gallente Bonus only affects two weapons and doesn't really help. The Caldari Bonus is kinda pointless, long range weapons don't need faster reloading. I think the two bonuses should be swapped. CQC requires the faster reload, and hipfire dispersion isn't always bad. As for a new Caldari bonus I can't say, if they plan on nerfing the rail rifle they can find a way to compensate.
The Minmatar bonus is good.... except I think the explosives should be a .5 bonus, rounding up and it shouldn't apply to max ammo capacity. Less for the mass driver and more for the flaylock. Amarr bonus = perfect.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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Sgt Buttscratch
1486
|
Posted - 2014.02.09 08:10:00 -
[139] - 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.
Why do you folk at CCP refuse to allow assault players to assault. We have NO fight against logistics classes still. No damage buff no defense buff, just kick reduction and other flakey bonuses. Play your game, come and see how pathetic your 'balances' are.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
187
|
Posted - 2014.02.09 11:03:00 -
[140] - Quote
I have a different proposal: Make faction-specific weapon bonuses weapon-agnostic. No, I'm not talking about eroding faction identity. I'm talking about, for example, Caldari giving every weapon a bonus to ranged combat properties, while Gallente assaults get a bonus to the close combat capabilities of any weapon. I you had unlimited dev time, I'd propose reliability upgrades for weapons equipped by Minmatar (Stuff like removing overheating at the cost of rate of fire) and making Amarr equipped weapons more unwieldy (Higher damage on an AR while causing faster heat build up, a higer RoF CR that jams when you pull the trigger in the wrong rhythm too many times, etc.). The reason is simple: Customization While I like the basic idea of having bonuses racially aligned, I have come to realize that this is not how a merc would work. If I'm using an explosive weapon, I'll want to use a scrambler pistol as a sidearm, for example. I would not want to use another gun with armor damage. But that's what the current bonuses would do - pigeonhold all the assault suits.
On the one hand, it's nice to know that Gallente assaults will erode your shield tank, while Minmatar assaults will struggle against you. It really works wonders against my dislike of the fact that we have both tanking profiles as well as damage profiles, which is imo a combination that has no tactical value whatsoever and just stupidly randomizes encounters. On the other hand, why wouldn't a Minmatar merc (As in: Immortal sociopathic mercenary) get a sidearm specifically for the purpose of removing an enemy's shields? I mean, I guess that an Amarr dude would not use an explosive sidearm due to the whole religious dogma and hatred of Minmatar thing (Then again, it might be internally justified for the merc as the killing blow somehow being worth less than the destruction of the enemy's shield or something - The typical kind of excuse people use to justify hypocrisy), but generally mercs really don't care enough to limit themselves like that. |
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The Robot Devil
Molon Labe. General Tso's Alliance
1602
|
Posted - 2014.02.09 11:41:00 -
[141] - Quote
CCP Saberwing wrote:Necandi Brasil wrote:Saberwing, I know it's a long way of... but how long until we see epic P2Pmarket, 48 player battles ? I'm getting excited with DUST again this year! Both of these have been repeatedly mentioned as things we want to do. Particularly in the case of the Secondary Market we want to make sure that we get it right. While I can't give you an ETA, please know that it's something that is definitely a priority.
Sweet Zombie Jesus. P2P market is the biggest thing we needed after dropsuits.
GÇ£No sympathy for the devil; keep that in mind. Buy the ticket, take the ride."
Hunter S. Thompson
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KalOfTheRathi
Nec Tributis
953
|
Posted - 2014.02.09 12:14:00 -
[142] - Quote
Vell0cet wrote:This is something CCP ABSOLUTELY HAS TO GET RIGHT THE FIRST TIME. Considering their track record we should expect it to ever be released then, right?
Just imagine the hot fixes on hot fixes on hot fixes. Extended server shutdown times, oh the joy. Makes me miss Chromosome even more, more than all these releases of Uprising.
And so it goes.
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makii makii
Nyain San Renegade Alliance
11
|
Posted - 2014.02.09 12:52:00 -
[143] - Quote
Sole Fenychs wrote:I have a different proposal: Make faction-specific weapon bonuses weapon-agnostic. No, I'm not talking about eroding faction identity. I'm talking about, for example, Caldari giving every weapon a bonus to ranged combat properties, while Gallente assaults get a bonus to the close combat capabilities of any weapon. I you had unlimited dev time, I'd propose reliability upgrades for weapons equipped by Minmatar (Stuff like removing overheating at the cost of rate of fire) and making Amarr equipped weapons more unwieldy (Higher damage on an AR while causing faster heat build up, a higer RoF CR that jams when you pull the trigger in the wrong rhythm too many times, etc.). The reason is simple: Customization While I like the basic idea of having bonuses racially aligned, I have come to realize that this is not how a merc would work. If I'm using an explosive weapon, I'll want to use a scrambler pistol as a sidearm, for example. I would not want to use another gun with armor damage. But that's what the current bonuses would do - pigeonhold all the assault suits.
On the one hand, it's nice to know that Gallente assaults will erode your shield tank, while Minmatar assaults will struggle against you. It really works wonders against my dislike of the fact that we have both tanking profiles as well as damage profiles, which is imo a combination that has no tactical value whatsoever and just stupidly randomizes encounters. On the other hand, why wouldn't a Minmatar merc (As in: Immortal sociopathic mercenary) get a sidearm specifically for the purpose of removing an enemy's shields? I mean, I guess that an Amarr dude would not use an explosive sidearm due to the whole religious dogma and hatred of Minmatar thing (Then again, it might be internally justified for the merc as the killing blow somehow being worth less than the destruction of the enemy's shield or something - The typical kind of excuse people use to justify hypocrisy), but generally mercs really don't care enough to limit themselves like that. like like like like like
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Ultimate Squady
Quick Reaction Strike Force
0
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Posted - 2014.02.10 08:37:00 -
[144] - Quote
I REALLY REALLY do hope you keep that Gallente ASSAULT bonus SABERWING. It might mean the AR can compete with the RR and bring a bit more balance into the mix .
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Ultimate Squady
Quick Reaction Strike Force
0
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Posted - 2014.02.10 08:50:00 -
[145] - Quote
RKKR wrote:Since we're answering questions.
Can we get an answer if we're getting a respect or something like that or not?
It's pretty boring to play this game, knowing that it's going to change. So do we have to sit on our unspend SP or not? The only fun thing to do now is to test some stupid stuff out, which is possible if there is a respect, if there is none, well... let the shitstorm come now instead of before the patch. I completely agree because Noobs like me with 7 mil SP aint sitting on any spares lol
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Ronan Elsword
Dead Six Initiative Lokun Listamenn
172
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Posted - 2014.02.10 09:16:00 -
[146] - Quote
Foo Fighting wrote:Caldari Assault bonus is a joke surely! For a long range suit dispersion, kick, zoom, scan range or movement speed are relavent not reload speed. Think again please.
I like the bonus to zoom the most.
"War doesn't determine who is right, only who is left."
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
130
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Posted - 2014.02.10 22:03:00 -
[147] - Quote
DPS should be more tied to suit type than it currently is, I'd be in support of all light weapons having their dps dropped by 25% with an assault bonus being 5% additional damage to light weapons per level.
For commando's I would then make the bonus 7.5% per level or 10% per level to make them similar to what they are going to be currently. This shifts the focus per suit to being more role based and less slot based which in turns reduces the issue of Flavor of the Month off-role builds.
Making all the HP/recovery modules cost more fitting wise and be more effective would also be a good move as you attain similar health to current with fewer modules and the leftover slots cannot be used for additional health/recovery due to fitting constraints. Then for those slots you reduce fitting cost of utility items and bam, suit variety with viable different builds.
You take the style of tank you want with as many modules as you can fit and then you either take utility or damage to fill out the slots based on your decisions. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
193
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Posted - 2014.02.10 22:17:00 -
[148] - Quote
Villanor Aquarius wrote:DPS should be more tied to suit type than it currently is, I'd be in support of all light weapons having their dps dropped by 25% with an assault bonus being 5% additional damage to light weapons per level.
I see you haven't thought this through. This severly nerfs DPS-based weapons, while strengthening weapons that have other advantages. This also means that the assault bonuses are more important for some weapons than others. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1434
|
Posted - 2014.02.10 22:35:00 -
[149] - Quote
I like that the proposed assault bonuses are not DPS buffs, but max sustained damage buffs. That does make them unique.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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DaNizzle4shizle
Pradox XVI Proficiency V.
450
|
Posted - 2014.02.11 00:05:00 -
[150] - Quote
CCP Saberwing wrote:These are not the droids I was looking for. lol. you crack me up every time
Today Is A Great Day For Me. If you can't Beat em... join em. like me :)
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CCP Saberwing
C C P C C P Alliance
1552
|
Posted - 2014.02.11 02:38:00 -
[151] - Quote
Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers. - Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6905
|
Posted - 2014.02.11 02:40:00 -
[152] - Quote
CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers. - Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers
Luff you long tyme
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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KGB Sleep
711
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Posted - 2014.02.11 02:46:00 -
[153] - Quote
CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers
If the Caldari bonus is meant to help "dish out damage" then why bother to nerf our rifle damage in the first place?
Just augment our shields to be more effective, or increase out hybrid damage bonus or one of the other suggestions.
"Because beer, that's why."
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BlazeXYZ
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2014.02.11 02:48:00 -
[154] - Quote
Anything about a respec CCP ?
Blaze through the conflict and win.
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Dexter307
The Unholy Legion Of DarkStar
900
|
Posted - 2014.02.11 02:49:00 -
[155] - Quote
KGB Sleep wrote:CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers If the Caldari bonus is meant to help "dish out damage" then why bother to nerf our rifle damage in the first place? Just augment our shields to be more effective, or increase out hybrid damage bonus or one of the other suggestions. Because rail rifle is OP |
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CCP Saberwing
C C P C C P Alliance
1557
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Posted - 2014.02.11 02:51:00 -
[156] - Quote
KGB Sleep wrote:
If the Caldari bonus is meant to help "dish out damage" then why bother to nerf our rifle damage in the first place?
Just augment our shields to be more effective, or increase out hybrid damage bonus or one of the other suggestions.
From my understanding these are separate issues. You can still run a Rail Rifle and not wear a Caldari Assault dropsuit. And RRs aren't the only weapons having their base damage reduced - you'll find similar changes to the CR, etc. The plan is to improve the overall TTK.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9019
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Posted - 2014.02.11 02:53:00 -
[157] - Quote
KGB Sleep wrote:CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers If the Caldari bonus is meant to help "dish out damage" then why bother to nerf our rifle damage in the first place? Just augment our shields to be more effective, or increase out hybrid damage bonus or one of the other suggestions. Because the rail rifle is OP, because TTK is too low (other weapons are being tweaked to deal with the issue, not just RR). There is a difference between dishing out a lot of damage, and dishing out too much damage. You make it sound like the RR is the only Caldari rail weapon available; right now there is also the sniper rifle, and in 1.8 there will be the magsec SMG, and the bolt pistol. Assaults are about offense, so they should get bonuses to weapons, not HP tanking; if there is an issue with shields, it should b addressed directly in the stats or modules (regulators for example need to be buffed to make using them more attractive to shield tankers than armor mods). A damage bonus would be too much, no other assault is getting anything nearly as powerful as that.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9019
|
Posted - 2014.02.11 02:54:00 -
[158] - Quote
CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers. - Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers Any changes to the Gallente bonus?
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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CCP Saberwing
C C P C C P Alliance
1562
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Posted - 2014.02.11 03:04:00 -
[159] - Quote
KAGEHOSHI Horned Wolf wrote: Any changes to the Gallente bonus?
Will try and grab Remnant later today - I had a quick chat with him earlier and it was mainly about the Caldari bonuses :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
738
|
Posted - 2014.02.11 03:08:00 -
[160] - Quote
CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers. - Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers
Saberwing...are you saying that despite fairly overwhelming feedback about the Caldari Assault bonus needing a strong relooked that you and CCP Remnant are taking the position that you are going to just make us eat this?
With respect...you and CCP Remnant are dead wrong with the Caldari Assault bonus. If you are starting with the assumption we "suffer from a smaller clip size and long reload times" you are simply not at the right starting point. The Caldari are designed to be ranged fighters, correct? The reload speed does not in any way support that play style. No one is suffering from this issue, even using the rail rifle, and we can already drop SP into skill sinks if we want to shore this up.
Also...if you want to support Caldari "dishing out damage" why don't you take that into account when nerfing the rail rifle? Why give me a bonus that I can already skill into? Why give me a bonus that is already inherent in the Commando suits?
This is legitimately the first time I've been frustrated with CCP to the point I want to put the game down for a while (or just move on). I totally understand the RR nerf for example even thought it very directly effects me since I have over 2mil SP sunk into the RR because of the massive amount of concern / QQ on the forums over the weapon....BUT with vast majority of forum responders all indicating they don't strongly disagree at worse or think it's out of step with the other bonuses at best You still decides to push this on us?
"Endless money forms the sinews of War." - Cicero
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Beren Hurin
Onslaught Inc RISE of LEGION
2075
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Posted - 2014.02.11 03:12:00 -
[161] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers. - Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers Any changes to the Gallente bonus?
I think you combine a reload bonus to the logi nanite bonus and it could make a nice pairing. Caldari will make good bullet/grenade spammer. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
738
|
Posted - 2014.02.11 03:15:00 -
[162] - Quote
KAGEHOSHI Horned Wolf wrote:KGB Sleep wrote:CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers If the Caldari bonus is meant to help "dish out damage" then why bother to nerf our rifle damage in the first place? Just augment our shields to be more effective, or increase out hybrid damage bonus or one of the other suggestions. Because the rail rifle is OP, because TTK is too low (other weapons are being tweaked to deal with the issue, not just RR). There is a difference between dishing out a lot of damage, and dishing out too much damage. You make it sound like the RR is the only Caldari rail weapon available; right now there is also the sniper rifle, and in 1.8 there will be the magsec SMG, and the bolt pistol. Assaults are about offense, so they should get bonuses to weapons, not HP tanking; if there is an issue with shields, it should b addressed directly in the stats or modules (regulators for example need to be buffed to make using them more attractive to shield tankers than armor mods). A damage bonus would be too much, no other assault is getting anything nearly as powerful as that.
KAGEOSHI....
Agreed, however, don't you think there are numerous other preferred, non-OP perks, that can be used to highlight the offensive capability of the Caldari Assaults?
Do you agree that proposed Caldari reload bonus is weaksauce compared to the other bonuses...particularly the Minmatar and Amarr ones?
"Endless money forms the sinews of War." - Cicero
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SponkSponkSponk
The Southern Legion The Umbra Combine
649
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Posted - 2014.02.11 03:22:00 -
[163] - Quote
Mentioning once again that a zoom bonus would be better than a reload bonus....
Selling dust codes!
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9020
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Posted - 2014.02.11 03:29:00 -
[164] - Quote
Jaysyn Larrisen wrote:KAGEHOSHI Horned Wolf wrote:KGB Sleep wrote:CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers If the Caldari bonus is meant to help "dish out damage" then why bother to nerf our rifle damage in the first place? Just augment our shields to be more effective, or increase out hybrid damage bonus or one of the other suggestions. Because the rail rifle is OP, because TTK is too low (other weapons are being tweaked to deal with the issue, not just RR). There is a difference between dishing out a lot of damage, and dishing out too much damage. You make it sound like the RR is the only Caldari rail weapon available; right now there is also the sniper rifle, and in 1.8 there will be the magsec SMG, and the bolt pistol. Assaults are about offense, so they should get bonuses to weapons, not HP tanking; if there is an issue with shields, it should b addressed directly in the stats or modules (regulators for example need to be buffed to make using them more attractive to shield tankers than armor mods). A damage bonus would be too much, no other assault is getting anything nearly as powerful as that. KAGEOSHI.... Agreed, however, don't you think there are numerous other preferred, non-OP perks, that can be used to highlight the offensive capability of the Caldari Assaults? Do you agree that proposed Caldari reload bonus is weaksauce compared to the other bonuses...particularly the Minmatar and Amarr ones? Yes, the reload bonus is very lame by comparison to the others. I suggested it making it less lame by pairing it with a 2nd bonus like ammo reserves, or just ditch it and do ammo reserves paired with kick reduction. I would be be fine with either an optimal or effective range bonus (as long as its not both), though base range may need to be tweaked to keep that from being OP.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6911
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Posted - 2014.02.11 03:32:00 -
[165] - Quote
KAGEHOSHI Horned Wolf wrote:Jaysyn Larrisen wrote:
KAGEOSHI....
Agreed, however, don't you think there are numerous other preferred, non-OP perks, that can be used to highlight the offensive capability of the Caldari Assaults?
Do you agree that proposed Caldari reload bonus is weaksauce compared to the other bonuses...particularly the Minmatar and Amarr ones?
Yes, the reload bonus is very lame by comparison to the others. I suggested it making it less lame by pairing it with a 2nd bonus like ammo reserves, or just ditch it and do ammo reserves paired with kick reduction. I would be be fine with either an optimal or effective range bonus (as long as its not both), though base range may need to be tweaked to keep that from being OP.
And yet the Amarrian bonus seeks to counter a weakness of the weapon, this being the overheat mechanic......yet the RR has no penalty mechanic, superb range, high DPS, decent mag size, relatively good reload speeds......
It has no negatives.
If spool up time was meaningful......., if reload time was slow..., if RR overheated?
But it has no negatives.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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CCP Saberwing
C C P C C P Alliance
1564
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Posted - 2014.02.11 03:35:00 -
[166] - Quote
Jaysyn Larrisen wrote:
Saberwing...are you saying that despite fairly overwhelming feedback about the Caldari Assault bonus needing a strong relook that you and CCP Remnant are taking the position that you are going to just make us eat this?
"Dishing out the damage" was just a phrase - it's not really how we see Caldari in relation to other races. A 25% reduction to reload time is pretty substantial.
Additionally, RRs aren't the only weapons that are having their base damage reduced. The tweaks will affect a number of weapons as part of larger TTK adjustments. The plan isn't to simply nerf the RR in to absurdity.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
738
|
Posted - 2014.02.11 03:45:00 -
[167] - Quote
CCP Saberwing wrote:Jaysyn Larrisen wrote:
Saberwing...are you saying that despite fairly overwhelming feedback about the Caldari Assault bonus needing a strong relook that you and CCP Remnant are taking the position that you are going to just make us eat this?
"Dishing out the damage" was just a phrase - it's not really how we see Caldari in relation to other races. A 25% reduction to reload time is pretty substantial. Additionally, RRs aren't the only weapons that are having their base damage reduced. The tweaks will affect a number of weapons as part of larger TTK adjustments. The plan isn't to simply nerf the RR in to absurdity.
I'm not not disagreeing that the reduction isn't substantial; my point was that you cited the Caldari weapons suffer from mag size and reload times and that isn't nearly as significant an issue based on their role as long range flankers to warrant serving up the sole racial assault bonus to mitigate it particularly when the Commando class will get essentially the same bonus.
Perhaps we aren't working on the same perspective for the Caldari...how do you see the battlefield role of the Caldari and what trigger the solution of reload time reduction to highlight there attributes or shore up a critical weakness?
"Endless money forms the sinews of War." - Cicero
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Dexter307
The Unholy Legion Of DarkStar
900
|
Posted - 2014.02.11 03:49:00 -
[168] - Quote
How about 5% faster reload and 5% less kick per level for cal assult? |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
738
|
Posted - 2014.02.11 03:50:00 -
[169] - Quote
CCP Saberwing wrote:Jaysyn Larrisen wrote:
Saberwing...are you saying that despite fairly overwhelming feedback about the Caldari Assault bonus needing a strong relook that you and CCP Remnant are taking the position that you are going to just make us eat this?
"Dishing out the damage" was just a phrase - it's not really how we see Caldari in relation to other races. A 25% reduction to reload time is pretty substantial. Additionally, RRs aren't the only weapons that are having their base damage reduced. The tweaks will affect a number of weapons as part of larger TTK adjustments. The plan isn't to simply nerf the RR in to absurdity.
To the highlighted portion... Totally understand. I was only using the RR as analogy for other ways to address the bonus and I misconstrued your "dish out damage" phrase. I very much understand that TTK and suit bonuses are separate components.
"Endless money forms the sinews of War." - Cicero
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
456
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Posted - 2014.02.11 04:01:00 -
[170] - Quote
CCP Saberwing wrote:Jaysyn Larrisen wrote:
Saberwing...are you saying that despite fairly overwhelming feedback about the Caldari Assault bonus needing a strong relook that you and CCP Remnant are taking the position that you are going to just make us eat this?
"Dishing out the damage" was just a phrase - it's not really how we see Caldari in relation to other races. A 25% reduction to reload time is pretty substantial. Additionally, RRs aren't the only weapons that are having their base damage reduced. The tweaks will affect a number of weapons as part of larger TTK adjustments. The plan isn't to simply nerf the RR in to absurdity.
I think what your missing is that the majority of your player base seems to disagree on it being a substantial bonus. Whether it is or it isn't I know that this would personally make me want a SP refund on this suit which I have always liked and planed to stay skilled in IF we got a respec on drop suits.
Please fix the mic bubble bug...
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
164
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Posted - 2014.02.11 05:39:00 -
[171] - Quote
CCP Saberwing wrote: "Dishing out the damage" was just a phrase - it's not really how we see Caldari in relation to other races. A 25% reduction to reload time is pretty substantial.
25% is a substantial bonus to reload time. The problem is it will apply to a mid-to-long range weapon... one that isn't meant to be used in close quarters where quick reloading can really save your butt. If your engaging targets from 50+ meters out, you won't need to frantically reload; you just duck behind cover. If you do find yourself in close quarters with an empty clip, reloading (even with a 25% bonus) is no substitute for switching to a sidearm.
The Amarr assault's bonus directly mitigates a weakness with Amarr weapons... Caldari could get a similar buff. Rather than nerfing damage with rail rifles, increase the spool time to make them a horrible CQC weapon but still extremely effective at range, in line with Caldari tactics. A Caldari assault bonus could reduce spool time, allowing the assaults to go on the offensive and reliably engage targets at short range. Caldari support players would still be able to sit in the rear to provide covering fire, while assault players actually assault.
This argument has been made before, and for good reason: it makes more sense than providing a bonus that will go unused.
edit:
Jaysyn Larrisen wrote: Perhaps we aren't working on the same perspective for the Caldari...how do you see the battlefield role of the Caldari and what triggered the solution of reload time reduction to highlight there attributes or shore up a critical weakness?
I would also like to hear a response to this. |
COVERT SUBTERFUGE
PSU GHOST SYNDICATE DARKSTAR ARMY
182
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Posted - 2014.02.11 05:39:00 -
[172] - Quote
CCP Saberwing wrote: - There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers.
Pre nerf the damage buff and unerf the clip buff! I mean what happens if a Min assault wants to run MD? They get no bonus to anything other than 20 bullets in the SMG...IF thats the side arm. Buffing the MD is nice but then that buff goes to everyone else and we lose a bonus.
Subterfuge and terrorist GOD in the making
Proud Minmatar - Alt of THE GREY CARDINAL
Love the Art of War
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Toby Flenderson
research lab
252
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Posted - 2014.02.11 05:46:00 -
[173] - Quote
CCP Saberwing wrote: - There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers.
That's too bad, I would much prefer the clip to the damage. I'd even be ok with nerving it if it meant the clip capacity on the flaylock was increased. I agree that two changes at once might not work out but I'd rather see the clip size first and then add the damage if needed.
Regardless, I am very grateful that my SMG will still be getting the bonus. Hats off to whoever was responsible for this suggestion.
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KGB Sleep
715
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Posted - 2014.02.11 09:13:00 -
[174] - Quote
If they do stick this reload on a suit it better be a sprinting reload, because if we don't have bonus damage to Rail tech and Swarms we're going to be running a lot to avoid the Gallente steamroller. I don't want to hear that a rail and swarms damage bonus would be OP, the Minmatart get their bonus and they are also a good shield tanking class. Armor gets highs for dmg mods and can still tank.
Gallente ARs will be amazing with hipfire acc and kick reductions (sup TAC welcome back, Breach while ADS will be the true no penalty RR). Their heavies will have 1800 eHP. Caldari need to hit hard as hell to repel this and frankly it isn't fair to us that we should stick damage mods in our highs to do it when we need them for shields.
I feel like the reload bonus coupled with the rail rifle nerf is just catering to the extended TTK agenda and really serves no purpose to help us use our tech to kill our enemies. But what do I know, maybe the tests with max suit bonus combined with maxing the reload node on the skill tree for each weapon produces results worth the investment.
I hope so because if not not I'll just sit in the MCC and reload my 3m SP rail rifle all game and make friends with the newbros who can't kill anything either because vets will once again live long enough to turn around and melt them.
"Because beer, that's why."
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1555
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Posted - 2014.02.11 14:05:00 -
[175] - Quote
Villanor Aquarius wrote:Bonuses should not cover a weapons weakness, that leads to homogenization. The bonuses should emphasize weapon strength. For Caldari it should be either range, spool reduction, or kick reduction. For Gallente it should be a very minor damage boost. For Minmatar it should be blast radius on explosives and ammo capacity, not clip size. For Amarr it should be charge up reduction and damage ramp-up increase.
The last thing, weapons and tanks shouldn't be as closely linked. For instance Caldari and Gallente should get their respective bonus to all hybrid weapons. This way if you are focused on shields you can still go any hybrid weapon but they'll perform differently than a Gallente suit using a hybrid.
Explosives are viable on either armor or shields as Minmatar traditionally can go with either. In the current state you are restricted to weapons based on what tank you want or vice versa and that's a shame as it's not the case in eve and it's one of the huge draws of fittings in Eve.
Increasing viable build variety is important for enjoyable gameplay and the current bonuses do the opposite. +1 Villanor. Glad you posted this.
I think DUST has a lot to gain from emphasizing respective strengths - we'll end up with much more interesting fits in the long run.
Even more important is your point separating tank type from weapon type - now that you've pointed this out it's obvious how stifling that is to player choice and creativity.
I support SP rollover.
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Kaughst
Nyain San Renegade Alliance
193
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Posted - 2014.02.11 14:10:00 -
[176] - Quote
CCP Saberwing wrote:Hey guys -
Brought some of this feedback up with Remnant. As mentioned, this is simply what we're thinking and still isn't final yet.
Here are some updates:
- There's a good chance that the Minmatar Assault bonus rounds to explosive weaponry will go away due to the buff to Mass Drivers. - Caldari weapons generally suffer from a smaller clip size and long reload times, so the reload speed buff will impact them and their ability to dish out damage the most. Remnant thinks this'll probably actually be quite a nice change for them once it's implemented in the game and people are able to experience it for themselves.
I'll keep you updated if there's anything else, but we're still tweaking around. :)
Cheers
Thank you for removing that minimatar assault bonus, if the Mass Driver is already getting a buff than the Min Assault would not need it. I hope you guys follow through with it as it seems the most balanced approach.
"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."
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makii makii
Nyain San Renegade Alliance
11
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Posted - 2014.02.11 21:43:00 -
[177] - Quote
then what about our shield extender bonus?... were gonna have crap for shields for those who dont use armour. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
6940
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Posted - 2014.02.11 21:44:00 -
[178] - Quote
makii makii wrote:then what about our shield extender bonus?... were gonna have crap for shields for those who dont use armour.
Gone. Assaults aren't about brick tanking. They typically, drawing from EVE based ships, at fast moving, DPS platforms.
"Just know that though our enemies may only #YOLO, through God's grace we can #YOLF at his side." - Disciple of Kesha
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makii makii
Nyain San Renegade Alliance
11
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Posted - 2014.02.12 00:05:00 -
[179] - Quote
True Adamance wrote:makii makii wrote:then what about our shield extender bonus?... were gonna have crap for shields for those who dont use armour. Gone. Assaults aren't about brick tanking. They typically, drawing from EVE based ships, at fast moving, DPS platforms.
so a shield race with crap shield hp against 700hp gallente. k.
while everyone uses weapons that rip shields apart than armor.
then let us have a automatic CQC weapon that does 120% to armour too :D?
i mean i hear everyone complaining about how shields takes no penalty but the reason being is it takes so much more cpu/pg than armour
54 cpu/11 pg for complex shield to 30 cpu and 12pg if i remember correctly for complex plates |
Dremel wp
Shadow Company HQ Lokun Listamenn
22
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Posted - 2014.02.17 17:30:00 -
[180] - Quote
I want the caldari reload bonus. I would run double sidearm in CQC (magsec and bolt pistol). YEAH HA!
http://i.imgur.com/sDVthSP.gif
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low genius
The Sound Of Freedom Renegade Alliance
1256
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Posted - 2014.02.17 18:17:00 -
[181] - 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 amarr assault bonus is not in line with the others, as there's not a sidearm that has an overheat function. give the amarr assault a reason to exist. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1461
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Posted - 2014.02.17 20:09:00 -
[182] - Quote
low genius 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 amarr assault bonus is not in line with the others, as there's not a sidearm that has an overheat function. give the amarr assault a reason to exist.
As if the dispersion bonus helps the Ion pistol and plasma cannon.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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Villanor Aquarius
WASTELAND JUNK REMOVAL Top Men.
134
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Posted - 2014.02.17 20:24:00 -
[183] - Quote
Caldari and Gallente are both hybrid weapon races. Traditionally Caldari are range hybrids and missiles leaning them to a very consistent damage playstyle where they have large engagement windows and suffer in damage a bit or they can take blasters and push them into a more versatile platform. Gallente get tracking and damage bonuses along with drone bonuses making them very dangerous to be close to as blasters on them do great damage. They also can make some really strong rail fits too where they get respectable damage out of rails and have decent range but they don't have the huge range of Caldari. Minmatar gets projectiles and missiles, projectiles in short range have high damage, lower than blasters but with a wider range of effective ranges. The rate of fire is also very high. Long range projectiles have shorter range than rails but again have a wider band in which they are effective, they also have lower ROF but higher damage per shot. With missiles they tend to get bonuses to ROF making them shorter range than caldari but still effective with missiles. Amarr gets a very powerful weapon platform, lasers. Lasers have very narrow effective bands but with the right ammo does well at a variety of different ranges. Amarr also nearly exclusively armor tanks. Amarr has a small number of ships with missile bonuses and also gets bonuses to drones in the form of more of them so their performance is not improved but they are capable of sticking around longer.
Lets see this carry over to eve. Caldari: Give them a reduction to all hybrid kick. Give them a slight range bonus. Make two commandos, one with explosive range bonus and one with hybrid bonus.
Gallente: Damage bonus to all hybrids. Reload bonus. Commando gets reload in addition to the hybrid damage bonus. (Plasma Cannon spam)
Minmatar: ROF bonus to projectiles Damage falloff bonus. Two commandos, one with projectile bonus, one with explosive damage and splash damage bonus.
Amarr: Heat build up reduction Two suits, one with cooldown, one with damage to all lasers. Commando gets heat management bonus, laser damage bonus. Second commando does similar things to whatever second gallente commando does (some sort of deployable mini turret?)
It also wouldn't hurt to nerf all light weapon damage by 20% in addition to whatever is planned and give assaults a 5% per level bonus to light weapon damage of that race. For sentinels the bonus can be 7.5% or 10% to keep them as the even higher dps setup. That last change allows logi to be kept in the more beefy sturdy suit position while also making them less effective slayers, coupled with their bonuses to equipment they will still have a very valuable role but no longer be better assaults. |
deepfried salad gilliam
Sanguine Knights
432
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Posted - 2014.02.19 03:39:00 -
[184] - 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. so flaylocks will have how large of a clip?
Proud Christian
add p2p already!
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