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bamboo x
Eternal Beings Proficiency V.
99
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Posted - 2014.03.01 01:57:00 -
[1] - Quote
Is this a rumor is it true?
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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da GAND
L.O.T.I.S. D.E.F.I.A.N.C.E
439
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Posted - 2014.03.01 02:00:00 -
[2] - Quote
Interesting I really don't want damage mods in this game but a nerf will do just fine
After Uprisings release the forums were a bad place, I'll never forget how CCP screwed up so badly.
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Broonfondle Majikthies
Dogs of War Gaming Zero-Day
892
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Posted - 2014.03.01 02:20:00 -
[3] - Quote
Not really a nurf. They're changing all damage upgrades (both mods and proficiency) to effect the damage model of the weapon rather than the base damage.
So lasers will tear shields better but not be more effective to armour and the reverse true for rails.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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Tectonic Fusion
1151
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Posted - 2014.03.01 02:32:00 -
[4] - Quote
I think the basic and enhanced need a buff just like how shields need a buff. They suck. But I not dying ever to snipers or mass drivers will be kind of cool? Idk just my opinion.
Solo Player
Squad status: Locked
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bamboo x
Eternal Beings Proficiency V.
99
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Posted - 2014.03.01 02:45:00 -
[5] - Quote
Broonfondle Majikthies wrote:Not really a nurf. They're changing all damage upgrades (both mods and proficiency) to effect the damage model of the weapon rather than the base damage.
So lasers will tear shields better but not be more effective to armour and the reverse true for rails.
Well I literally searched the forum with the terms "damage mod 1.8" and nothing came up, specifically nothing with CCP posts. So link or it didnt happen.
I can see where it would be logical to nerf them, especially since Commandos are going to be OP as ****
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Heimdallr69
Ancient Exiles. Renegade Alliance
1740
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Posted - 2014.03.01 02:50:00 -
[6] - Quote
da GAND wrote:Interesting I really don't want damage mods in this game but a nerf will do just fine Change them to range modifiers for weapons ;)
Removed inappropriate content - CCP Logibro
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1793
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Posted - 2014.03.01 02:56:00 -
[7] - Quote
bamboo x wrote:Broonfondle Majikthies wrote:Not really a nurf. They're changing all damage upgrades (both mods and proficiency) to effect the damage model of the weapon rather than the base damage.
So lasers will tear shields better but not be more effective to armour and the reverse true for rails. Well I literally searched the forum with the terms "damage mod 1.8" and nothing came up, specifically nothing with CCP posts. So link or it didnt happen. I can see where it would be logical to nerf them, especially since Commandos are going to be OP as ****
It's the truth. Godin approved.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
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Roy Ventus
Foxhound Corporation
1190
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Posted - 2014.03.01 03:17:00 -
[8] - Quote
Broonfondle Majikthies wrote:Not really a nurf. They're changing all damage upgrades (both mods and proficiency) to effect the damage model of the weapon rather than the base damage.
So lasers will tear shields better but not be more effective to armour and the reverse true for rails.
o,o I can dig it.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Iron Wolf Saber
Den of Swords
13214
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Posted - 2014.03.01 04:05:00 -
[9] - Quote
Details soon.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1699
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Posted - 2014.03.01 04:16:00 -
[10] - Quote
Godin Thekiller wrote:bamboo x wrote:Broonfondle Majikthies wrote:Not really a nurf. They're changing all damage upgrades (both mods and proficiency) to effect the damage model of the weapon rather than the base damage.
So lasers will tear shields better but not be more effective to armour and the reverse true for rails. Well I literally searched the forum with the terms "damage mod 1.8" and nothing came up, specifically nothing with CCP posts. So link or it didnt happen. I can see where it would be logical to nerf them, especially since Commandos are going to be OP as **** It's the truth. Godin approved. We'll have to get a look at the nuts and bolts of the implementation, but for now it's looking like a great approach to keeping DMs relevant and competing for hislots while still addressing TTK.
I support SP rollover.
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ALT2 acc
174
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Posted - 2014.03.01 04:30:00 -
[11] - Quote
Iron Wolf Saber wrote:Details soonGäó Fixed
Hater attractor proficiency 5, hater attractor optimization 5.
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
116
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Posted - 2014.03.01 04:32:00 -
[12] - Quote
Perhaps they should use a limit on DMG mods. Vehicles can't stack certain modules, I don't see why It couldn't be the same for dropsuits.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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bamboo x
Eternal Beings Proficiency V.
100
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Posted - 2014.03.01 04:40:00 -
[13] - Quote
ALT2 acc wrote:Iron Wolf Saber wrote:Details soonGäó Fixed
This meme is stupid but funny at the same time
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
2075
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Posted - 2014.03.01 04:46:00 -
[14] - Quote
My problem is that you need to get through the Armor to kill the clone so shield based weapons are just F&^%ed.
"But we have been blessed"
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Disturbingly Bored
The Strontium Asylum
1807
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Posted - 2014.03.01 04:49:00 -
[15] - Quote
Nocturnal Soul wrote:My problem is that you need to get through the Armor to kill the clone so shield based weapons are just F&^%ed.
And you need to get through shields to damage armor, so... armor based weapons are just F&^%ed too?
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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bamboo x
Eternal Beings Proficiency V.
102
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Posted - 2014.03.01 04:52:00 -
[16] - Quote
Nocturnal Soul wrote:My problem is that you need to get through the Armor to kill the clone so shield based weapons are just F&^%ed.
You'd be surprised. First of all Caldari and Minmatar suits wouldn't be a problem. Scrambler Rifles will eat through armor even with the damage resistance, and those Pistols are nothing to **** with either. And chances are if you get some distance on a heavy, you'll have the advantage.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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bamboo x
Eternal Beings Proficiency V.
102
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Posted - 2014.03.01 04:54:00 -
[17] - Quote
Disturbingly Bored wrote:Nocturnal Soul wrote:My problem is that you need to get through the Armor to kill the clone so shield based weapons are just F&^%ed. And you need to get through shields to damage armor, so... armor based weapons are just F&^%ed too?
No way. Armor is OP in this game and shields are bullshit.
But that will probably change with the Caldari heavy.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
117
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Posted - 2014.03.01 04:55:00 -
[18] - Quote
Shields do kind of need a boost. But also remember people run them as armor tanking style of gameplay. They're meant as hit and hide suits, a gamestyle not many players seem to use.
Click Here to set up a Character that will get an AR, SMG, and a Caldari BPO
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bamboo x
Eternal Beings Proficiency V.
102
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Posted - 2014.03.01 05:11:00 -
[19] - Quote
Soldier Sorajord wrote:Shields do kind of need a boost. But also remember people run them as armor tanking style of gameplay. They're meant as hit and hide suits, a gamestyle not many players seem to use.
To be honest I was going to skill into shields some more, until they made Shield Extenders give a penalty to shield recharge delay, which effectively makes Shield Regulators useless.
You haven't heard the stories of how Caldari Assault got nerfed to hell?
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Darken-Soul
BIG BAD W0LVES
1339
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Posted - 2014.03.01 06:55:00 -
[20] - Quote
bamboo x wrote:Soldier Sorajord wrote:Shields do kind of need a boost. But also remember people run them as armor tanking style of gameplay. They're meant as hit and hide suits, a gamestyle not many players seem to use. To be honest I was going to skill into shields some more, until they made Shield Extenders give a penalty to shield recharge delay, which effectively makes Shield Regulators useless. You haven't heard the stories of how Caldari Assault got nerfed to hell?
did you read what the penalties were. Its not even enough to notice. Waste of time. Another brilliant plan from the people who brought you 1.7.
Who wants some?
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ALT2 acc
177
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Posted - 2014.03.01 06:56:00 -
[21] - Quote
Darken-Soul wrote:bamboo x wrote:Soldier Sorajord wrote:Shields do kind of need a boost. But also remember people run them as armor tanking style of gameplay. They're meant as hit and hide suits, a gamestyle not many players seem to use. To be honest I was going to skill into shields some more, until they made Shield Extenders give a penalty to shield recharge delay, which effectively makes Shield Regulators useless. You haven't heard the stories of how Caldari Assault got nerfed to hell? did you read what the penalties were. Its not even enough to notice. Waste of time. Another brilliant plan from the people who brought you 1.7. It actaully is on my amarr logi
Hater attractor proficiency 5, hater attractor optimization 5.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3677
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Posted - 2014.03.01 07:21:00 -
[22] - Quote
bamboo x wrote:Is this a rumor or is it true?
with the insane amount of damage Commandos will be doing, it certainly wouldn't hurt anything
Here's the dev post:
CCP Remnant wrote:Yeah, TTK is definitely something we're looking at improving. The reason we've not hot-fixed a blanket 10% nerf is simply because of the knock -on effects it has (e.g. reducing the damage output of an ammo guzzler like the ACR means it gets a bigger nerf than simply reduced DPS; though some might argue that's not a bad thing).
For 1.8 you should see re-adjustment of damage mods, a reduction to weapon damage and possibly alteration of the weapon proficiency skills to only buff damage against shield or armor (in keeping with that weapon's profile) instead of a blanket 3% per level to both shields and armor.
Translation, to improve "Time-to-kill" (in this case by making it take longer to kill someone), they have three things they're look at:
Definitely:
a) re-adjustment of damage mods
b) reduction to weapon damage
Possibly/Maybe:
a) change to the function of proficiency skills to make the damage bonus specific to shields or armor.
Since that post, they've also mentioned a buff to MD damage, and confirmed a nerf to RR damage. That's about all the word we have from the devs so far.
Dren and Templar equipment stats, wrong since release.
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