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Thread Statistics | Show CCP posts - 5 post(s) |
Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 14:44:00 -
[1] - Quote
Wow - HMG's dont get at least 10 % nerf Heavies are already getting buffs
- Please just add this in with 1.8 so it doesnt have to be revisited shortly after.
I also think the CR should get a larger ammo pool to offset the nerf they are giving it.
A little letdown on no mechanical changes to the way guns perform (Longer delay or jamming mechanism for CR / longer spool time or harder to use in CQC for RR) and just straight reduction in damage.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 16:23:00 -
[2] - Quote
Obodiah Garro wrote:Heavies wouldnt be that bad if CCP got rid of their ability to hot drop using LAV.
Make Heavies able to only ride in the rear bay or shotgun. How a heavy can instatranslocate from LAV is more than irrating, its illogical and stupid, completely taking away their mobility penalty.
Have said this time and again and placed it in features section when it had it old name. - Not a word.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 17:17:00 -
[3] - Quote
Crimson Cerberes wrote:Lol, reduced damage eh?
So the Combat rifle, at base, will still do 540 DPS, this is more than the assault rifle used to do by nearly 100 DPS, and this is after a nerf.
Yeah, right.
LOL - CR got the biggest percentage hit and its still not enough for you.
Now when all start stacking more extenders any CR user will have to strap a supply depot to their back.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
169
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Posted - 2014.03.05 17:59:00 -
[4] - Quote
CHICAGOCUBS4EVER wrote:Aero Yassavi wrote:I'm extremely disappointed you guys went ahead with the proposed weapon proficiency changes. For a set of weapons say like the laser weapons (scrambler rifle, scrambler pistol, and laser rifle) they already do 120% against shields and shields are never stacked very highly. It just seems like a waste. All this really seems to do is give weapons geared towards armor an even greater advantage since armor is what is tanked highly.
CCP what you should of done if you wanted to lower TTK is instead make weapon proficiency something completely unique for each weapon like their operations bonus. they already nerfed shield extenders making everyone make the move to armor.. why? fitting requirements. 10 CPU 1 PG I get 85 armor (more with innate) with a basic plate shield? 54 CPU 11PG for 66 shield with stacking penalty. door #1? or door #2? I like the idea of a 'efficiency' skill for each weapon.. but that's what proficiency for each weapon CURRENTLY is..
Well on the other side of this Armor weapons have lost 15% damage plus the nerf % they better make their shots count or they will be reloading / out of ammo when they get though the shield tank. Yes Flux but that also got reduced.
Both sides were affected. Tanking wins out again.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
171
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Posted - 2014.03.05 22:53:00 -
[5] - Quote
John Demonsbane wrote: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)
No because people would skill both to get the damage passively.
Your first thought (Cub's idea) is correct because then it is an opportunity cost. You want added shield and / or armor damage, you forego extenders / energizers
An idea I had when CCP was floating this proposed change. Same here explained slightly different
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
184
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Posted - 2014.03.07 15:02:00 -
[6] - Quote
lrian Locust wrote:Fox Gaden wrote:Mossellia Delt wrote:MD won't be fotm. With heavies running around with their reduction to splash damage If the Shotgun had been buffed we would have had a true Rock Paper Scissors situation: Heavy (Rock) kills Medium (Scissors) Medium (Scissors) kills Light (Paper) Light (Paper) kills Heavy (Rock) Two out of threeGÇÖs not bad... for the Heavy. That's why the Heavy's turning speed should be decreased, to give shotties a chance to evade.
Heavies have been given all the buffs to make them true beasts - fine.
But the HMG shouldve been part of the nerf and yes a turning speed reduction should happen as well.
Also - Heavies should have to be transported.
On another note, CCP where are the pilot suits??? - Ok let me make it easy:
All vehicles other than LAV's and speeders will need to be operated by a Pilot.
The Pilot suit (very minimal with just a sidearm) comes as part of the vehicle you have invested in.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
187
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Posted - 2014.03.08 14:08:00 -
[7] - Quote
NextDark Knight wrote:Does anyone remember when Uprising came out and there was a 10% reduction to all damage. It was horrible and they buffed the damage up 10%! now they plan on dropping it back 10~20 percent again plus the aditional 50% nerf to complex damage mods. Just can't imagine what is going on upstairs at CCP. Don't you remember the TTK from then.. it was bad.
Well in their favour, hit detection has vastly improved and auto aim is also stronger.
I hope the reduction only increases TTK slightly and if it becomes an issue then another balance pass be made quickly and not many months later.
"Shine bright like a diamond"
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Master Smurf
Nos Nothi
188
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Posted - 2014.03.09 14:46:00 -
[8] - Quote
DeathhtaeD wrote:Could somenone pls explain how the new proficiency is going to work out.? Is it going to be two branches to skill into; Shield and Armor? I-¦m a heavy, and have Proto HMG and proficiency 4. Is there a point to save up for proficiency 5 anymore? Damn I feel stupid, when I dont understand this stuff...
The skill is being changed from 3% damage per level (ie 3% to the overall damage your HMG does to both shield and armor) to 3% damage per level to what your HMG is stronger at which is armor. So your HMG will be vs shield.
Currently your HMG does 12% more damage vs armor and shield After 1.8 your HMG will do 12% more damage to only armor
IMHO I wouldnt go to Pro Lv5; the HMG is not being nerfed while all the other rifles are. It is already an extremely deadly weapon
Note: I am assuming the value of the proficiency is still 3% as CCP doesnt state a number, only that the skill will be changing.
"Shine bright like a diamond"
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