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DeadlyAztec11
Ostrakon Agency Gallente Federation
4492
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Posted - 2014.03.05 11:45:00 -
[1] - Quote
CCP Remnant wrote:For Uprising 1.8, we adjusted overall time-to-kill by making a number of changes. First off, we reduced the power of higher level damage modifiers. Standard damage modifiers will retain their 3% damage bonus, whereas Advanced and Complex damage modifiers were reduced to 4% and 5% respectively from 5% and 10%.
;_;
You just have to kick a man while he's down, don't you CCP?
Taco Cat backwards is still Taco Cat
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Mossellia Delt
Militaires Sans Jeux
989
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Posted - 2014.03.05 11:46:00 -
[2] - Quote
*hugs* Shhhh shhh it'll be alright
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4492
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Posted - 2014.03.05 11:55:00 -
[3] - Quote
Mossellia Delt wrote:*hugs* Shhhh shhh it'll be alright Actually no, no it won't.
Currently there are only two high modules that benefit the Amarr and Gallante, they are damage mods and shield extenders. In 1.8 running a damage mod will be equivalent to running a shield recharger or precision enhancer (two useless modules for medium suits). The only two options will be Shield Extenders and Myofibril Stimulants. The Amarr and Gallante are too slow, to be able to use melee mods effectively. The only thing that will be possible will be brick tanking.
So yep, Shield tanking Gallante Medium suits will be the Standard.
Taco Cat backwards is still Taco Cat
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steadyhand amarr
TeamPlayers Negative-Feedback
2430
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Posted - 2014.03.05 11:56:00 -
[4] - Quote
DeadlyAztec11 wrote:CCP Remnant wrote:For Uprising 1.8, we adjusted overall time-to-kill by making a number of changes. First off, we reduced the power of higher level damage modifiers. Standard damage modifiers will retain their 3% damage bonus, whereas Advanced and Complex damage modifiers were reduced to 4% and 5% respectively from 5% and 10%. ;_; You just have to kick a man while he's down, don't you CCP?
Damage tanking..... iv not heard of that term lol, glass cannon maybe.
anyway i fully support this change, this really needed to be done TTK had got way out of hand where going back to the days of when dust was a thinking mans shooter and you had to carefully control how encounters went simply getting the drop was not enough
"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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Mossellia Delt
Militaires Sans Jeux
992
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Posted - 2014.03.05 11:58:00 -
[5] - Quote
Range extenders? Or presision enhancers whichever the high slot mod is.
I do believe a problem is the lack of high slot mods.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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sabre prime
The Unholy Legion Of DarkStar DARKSTAR ARMY
135
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Posted - 2014.03.05 12:04:00 -
[6] - Quote
Damage modifiers: 3% (std), 5% (adv), 10% (cmp).
Got changed to 3% (std), 4% (adv), 5% (cmp). I'm not going to do the maths on the percentage effects, but it does seem over-nerfed, just by looking at it. Maybe 3%, 5%, 7% would have been reasonable?
You nail down one floor board CCP, and up pops another one.
Desperate attempt to get BPOs
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Mordecai Sanguine
What The French Red Whines
478
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Posted - 2014.03.05 12:06:00 -
[7] - Quote
DeadlyAztec11 wrote:Mossellia Delt wrote:*hugs* Shhhh shhh it'll be alright Actually no, no it won't. Currently there are only two high modules that benefit the Amarr and Gallante, they are damage mods and shield extenders. In 1.8 running a damage mod will be equivalent to running a shield recharger or precision enhancer (two useless modules for medium suits). The only two options will be Shield Extenders and Myofibril Stimulants. The Amarr and Gallante are too slow, to be able to use melee mods effectively. The only thing that will be possible will be brick tanking. So yep, Shield tanking Gallante Medium suits will be the Standard.
You forgot Range and precision extenders , it's like having a full scan. I think i'm going to use them. They don't use that much of PG/CPU. |
Knight Solitaire
Brutor Vanguard Minmatar Republic
566
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Posted - 2014.03.05 12:06:00 -
[8] - Quote
Should've just been made harder to fit.
;_;
Fatal Absolution
General Tso's Alliance
ISK Milkshakes for all! (Except the pubbers)
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Cody Sietz
Bullet Cluster Legacy Rising
2510
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Posted - 2014.03.05 12:08:00 -
[9] - Quote
Knight Solitaire wrote:Should've just been made harder to fit.
;_; I have been saying...for so long...
You can blame Logis, who will still be able to run 3 complex dmg mods and 2 extenders.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Cody Sietz
Bullet Cluster Legacy Rising
2510
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Posted - 2014.03.05 12:09:00 -
[10] - Quote
Mordecai Sanguine wrote:DeadlyAztec11 wrote:Mossellia Delt wrote:*hugs* Shhhh shhh it'll be alright Actually no, no it won't. Currently there are only two high modules that benefit the Amarr and Gallante, they are damage mods and shield extenders. In 1.8 running a damage mod will be equivalent to running a shield recharger or precision enhancer (two useless modules for medium suits). The only two options will be Shield Extenders and Myofibril Stimulants. The Amarr and Gallante are too slow, to be able to use melee mods effectively. The only thing that will be possible will be brick tanking. So yep, Shield tanking Gallante Medium suits will be the Standard. You forgot Range and precision extenders , it's like having a full scan. I think i'm going to use them. They don't use that much of PG/CPU. Range mods are lows.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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The Robot Devil
Molon Labe. General Tso's Alliance
1824
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Posted - 2014.03.05 12:10:00 -
[11] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1892191#post1892191
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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Foundation Seldon
Molon Labe. General Tso's Alliance
481
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Posted - 2014.03.05 12:11:00 -
[12] - Quote
Uh ... ?
If anything I'd argue that the Minmatar Assault is (situationally) the best Assault suit in the game.
Consider - 1. All STD rifles in their current incarnation will be PRO in 1.8, pretty heavy nerf. 2. Damage mods are nerfed 3. Mass Driver buffed 4. Minnie. Assault Bonus gives them an 11 clip Mass Driver and 8 clip Flaylock
The only assault that's going to come close to that hilarious Assault bonus is the Amarr assault with LR/SCR. Hard to really gauge how effective they'll be until we get our hands on them though. The Gallente/Caldari assaults probably won't even be worth using if their bonus hasn't changed from when they were presented on the feedback thread.
The real question is whether or not Medium suits as a whole will be worth using compared to any Sentinel or Commando, though the Amarr and Minnie bonuses at least give them a worthwhile niche that other suit classes won't have.
Saga v. Methana Balance
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Alternate Insano
SUICIDE SPITE SQUAD
225
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Posted - 2014.03.05 12:12:00 -
[13] - Quote
Well, with dmg mods down the crapper, that's just more SP to reassign during the respec we may or may not see.
DUST 514 Super Scrub
Level 262 Forum Troll
Play, or play not. There is no balance.
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STEALTH HUNTER ZERO
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
96
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Posted - 2014.03.05 12:18:00 -
[14] - Quote
These changes needed to happen, too much skill was taken out of the game. Hell, all you need to do this build is stack dmg mods in highs and stack armor in lows... there everyones easy mode slayer. |
Obodiah Garro
Tech Guard RISE of LEGION
725
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Posted - 2014.03.05 12:27:00 -
[15] - Quote
nerfing the dmg mods at least makes a shield tankers current choices a little easier, hell maybe the shield recharge might actually see some use in 1.8, dunno what difference it would make though
Nemo me impune lacessit
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KingBabar
The Rainbow Effect Negative-Feedback
1953
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Posted - 2014.03.05 12:36:00 -
[16] - Quote
Mossellia Delt wrote:Range extenders? Or presision enhancers whichever the high slot mod is.
I do believe a problem is the lack of high slot mods.
Edit: amarr assaults can still use a shield recharger to good use.
HA HA HA
And I Guess you have an Amarr proto Assault suit and you do use a recharger on it?
I know several With the proto Amarr Assault suit and nobody uses a recharger.
I'd even go so far as claiming that its currently only useful on the Caldari Logi where having 5 high slots and a 20 per second Shield rep speed is just too slow compared to the total number of Shields you get on the suit.
Minmatar Assault might put it to good use aswell.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Mossellia Delt
Militaires Sans Jeux
993
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Posted - 2014.03.05 12:43:00 -
[17] - Quote
KingBabar wrote:Mossellia Delt wrote:Range extenders? Or presision enhancers whichever the high slot mod is.
I do believe a problem is the lack of high slot mods.
Edit: amarr assaults can still use a shield recharger to good use. HA HA HA And I Guess you have an Amarr proto Assault suit and you do use a recharger on it? I know several With the proto Amarr Assault suit and nobody uses a recharger. I'd even go so far as claiming that its currently only useful on the Caldari Logi where having 5 high slots and a 20 per second Shield rep speed is just too slow compared to the total number of Shields you get on the suit. Minmatar Assault might put it to good use aswell.
Alt uses an amarr basic frame, 2 extenders, 1 recharger / 3 complex reppers. Had no problem in PC rek'ing people with him when he was in not guilty/ pure innocence
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4494
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Posted - 2014.03.05 13:44:00 -
[18] - Quote
Mordecai Sanguine wrote:DeadlyAztec11 wrote:Mossellia Delt wrote:*hugs* Shhhh shhh it'll be alright Actually no, no it won't. Currently there are only two high modules that benefit the Amarr and Gallante, they are damage mods and shield extenders. In 1.8 running a damage mod will be equivalent to running a shield recharger or precision enhancer (two useless modules for medium suits). The only two options will be Shield Extenders and Myofibril Stimulants. The Amarr and Gallante are too slow, to be able to use melee mods effectively. The only thing that will be possible will be brick tanking. So yep, Shield tanking Gallante Medium suits will be the Standard. You forgot Range and precision extenders , it's like having a full scan. I think i'm going to use them. They don't use that much of PG/CPU. It's not about CPU or PG, it's about slot use. I get a lot better return from using an armor rep, reactive plate or ferroscale on a medium suit, than I would with range amplifiers.
Taco Cat backwards is still Taco Cat
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
835
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Posted - 2014.03.05 14:10:00 -
[19] - Quote
DeadlyAztec11 wrote:CCP Remnant wrote:For Uprising 1.8, we adjusted overall time-to-kill by making a number of changes. First off, we reduced the power of higher level damage modifiers. Standard damage modifiers will retain their 3% damage bonus, whereas Advanced and Complex damage modifiers were reduced to 4% and 5% respectively from 5% and 10%. ;_; You just have to kick a man while he's down, don't you CCP? Don't really see how this effects min assault any more than any other medium suit, unless you run 3 damage mods on an advanced suit or 4-5 damage mods on a proto suit |
Lorhak Gannarsein
Science For Death
1920
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Posted - 2014.03.05 14:13:00 -
[20] - Quote
KingBabar wrote:Mossellia Delt wrote:Range extenders? Or presision enhancers whichever the high slot mod is.
I do believe a problem is the lack of high slot mods.
Edit: amarr assaults can still use a shield recharger to good use. HA HA HA And I Guess you have an Amarr proto Assault suit and you do use a recharger on it? I know several With the proto Amarr Assault suit and nobody uses a recharger. I'd even go so far as claiming that its currently only useful on the Caldari Logi where having 5 high slots and a 20 per second Shield rep speed is just too slow compared to the total number of Shields you get on the suit. Minmatar Assault might put it to good use aswell.
I might give it a go in 1.8, though.
MD/MSMG 514
Assault ak.0: 2x extender, 1x energiser, 2x regulator, 1x repper. Any advice?
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