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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
909
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Posted - 2014.03.25 11:25:00 -
[1] - Quote
I agree with the heavy hp nerf. I have prof 5 forge and hmg, but effective hp levels were so high that light weapon users wouldve flocked to the suit. If you want hmg heavies not rr heavies the hmg should be the thing that makes the suit viable, which it now should be.
But where's the vehicle/av hotfix? |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
911
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Posted - 2014.03.25 18:08:00 -
[2] - Quote
Justicar Karnellia wrote:Himiko Kuronaga wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. 20%? Are you insane? I don't care how OP something is, you don't just throw a big ass nerf like that at something and expect there to be no problems afterwards. Why the hell are you guys incapable of doing anything in moderation? This is so true. Every time something needs to be "balanced" the pendulum swings to the other extreme, sailing by that "sweet spot" that would have been balanced and into the "nerfuseless" territory. It really is exasperating. They could just adjust it 5%, then say "almost", then another 5% a week later, until they hit what they feel is balanced. Really disagree. Sentinels already got the buff from new resistances, worth about 10% on average. Hmgs are also one of the few common weapons that isnt getting nerfed. Its gaining 10-15% on AR, CR, ScR, RR. So all things considered heavies will lose 20% in hp but make that back from resistance and (relative) damage output. Thats good because heavies were already in a good place. Giving heavies the extra resistance and (relative) damage output without some counterbalance would be exactly the kind of balance breaking superbuff youre complaining about. |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
923
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Posted - 2014.03.27 11:06:00 -
[3] - Quote
Powerh8er wrote:No hotfix for forgeguns shooting blanks? Yep, as if AV wasn't feeble enough already my FG has zero damage output on a gallente sentinel. |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
925
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Posted - 2014.03.27 11:48:00 -
[4] - Quote
Judal Wraith wrote:So your telling me I get my skill points for my amarr scout back but with the right multiplier so I spent my sp becuase I had everything I wanted my scout and cloak so now ill get my pts back and if I'm not able to get my amarr scout too 5 I'm going to be pissed I'm tired of being hurt for ccp mistakes you should fix the multiplier but leave ppl who previously had it . Why should you get tons of extra SP for free just because CCP made a mistake? |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
935
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Posted - 2014.03.28 09:23:00 -
[5] - Quote
CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG.
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Ryme Intrinseca
Fatal Absolution Negative-Feedback
935
|
Posted - 2014.03.28 09:29:00 -
[6] - Quote
Tau Lai wrote:BUG
My assault suit cannot jump. It used to jump more than my logi, but now It jumps the same. I cannot reach the points I did before... It is sad and frustrating.
I don't see any details about this in the patch notes. Maybe they have reduced the stamina? There are lots of changes to suit stats, they aren't all mentioned in the patch notes. |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
942
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Posted - 2014.03.29 08:35:00 -
[7] - Quote
Egonz4 wrote:Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. That Is utter crap! Dropships are so weak it's not even funny Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you. |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
942
|
Posted - 2014.03.29 09:20:00 -
[8] - Quote
bamboo x wrote:Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. If you're having problems with assault dropships, you're a scrub. They're so ridiculously underpowered. They need a buff. I got hatemail for shooting one with a Wyrkomi Breach, which I JUST skilled into for 1.8 If you're so leet why don't you show me how to take down an ADS with a FG that only fires blanks? We're talking zero damage, and the ammo count doesn't even go down, for every single shot. Post a video of you meleeing a dropship to death with a broken FG and I'll be impressed. |
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