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Thread Statistics | Show CCP posts - 5 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2217
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Posted - 2014.03.05 13:32:00 -
[1] - Quote
Gotta go to work (damn you RL on a dev blog day!) so my quick thoughts:
1) Dmg mods are useless now. Should have gone 3/5/7 as someone else suggested. They aren't really any better than dual tanking now, so come 1.8 that's all anyone is going to do. At least it's a an easy hotfix if they decide to tweak it.
2) People are overreacting to the MD buff. Pretty sure they aren't planning on breaking hit detection on rifles again so they aren't going to be FOTM if you also consider the changes to nanohives.
3) lolCaldari master race, high DPS and high range. Still doesn't make sense. Any why did the RR not get nerfed harder than the others? (Maybe my maths are off but looks similar across the board)
4) I can not wait for the LR blog! (Wolfman?)
5) Is that a STD assault scrambler I see?
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2223
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Posted - 2014.03.05 22:19:00 -
[2] - Quote
I've had some more time to think.
1) I'm still of the opinion that the MD is not going to be as OP as people think.
2) The magsec likely IS as OP as people think. I am totally putting that on my HMG heavy suit to give me a long range weapon, it's going to be pretty brutal - and downright ludicrous in the hands of non-amateur heavies like myself.
3) The overall damage nerf is an excellent move, except as people noted, nerfing weapons like the TAR makes no sense and the RR should have been hit harder.
4) The rest of the damage changes, on the other hand, make zero sense. There is literally no reason to go past proficency 1 or 2 on the ScR or LR. Other than the caldari sentinel, every other suit's shields will evaporate already. The benefit will be so negligible as to make it a waste of SP.
4a) Damage mods were nerfed too hard. They are not the (or even a) primary reason for the current low TTK and it's a huge indirect nerf to AV and alpha weapons like the SG and sniper. There's nothing worth putting in those slots now besides extenders.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2223
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Posted - 2014.03.05 22:24:00 -
[3] - Quote
Cubs is on to something with the damage mods:
- I think that changing proficiency back to an overall damage increase but dropping it by 1% per level would be more than sufficient to address TTK considering the overall damage reduction.
- Then you make 2 types of damage mods, 1 that increases shield damage, one that increases armor damage. You can choose to equip one, both, whatever, but it's an added layer that would allow for more creativity in fittings. More variety > less.
- I guess you could do it the other way around, damage mods are still applied to overall damage, and you create two separate proficiency skills, but that seems worse to me for some reason. Not sure why
(first post seemed too long, so I split it up)
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2225
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Posted - 2014.03.05 22:52:00 -
[4] - Quote
bamboo x wrote:John Demonsbane wrote:2) The magsec likely IS as OP as people think. I am totally putting that on my HMG heavy suit to give me a long range weapon, it's going to be pretty brutal - and downright ludicrous in the hands of non-amateur heavies like myself. It's still going to have a hard time against anything shield tanking. I would advise against using two armor-based weapons on a heavy. You're probably going to want the ion pistol instead.
I have fluxes for that. What I need is range, baby! Can't play every match in the Gallente facility.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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